Anisotropy map bug?

As we know, Anisotropic range is from -1 to +1

From 0 → +1, usually, the anisotropic orientation is vertical and. from 0 → -1, is horizontal.

So, in my opinion, black should be horizontal and white vertical. And, it’s so.
But, from RGB [0,0,0] until RGB [64,64,64] nothing change!!! And, from [0,0,0] until [64,64,64] the anisotropy is perfectly horizontal O_O
Also, we have different noise quality in the preview at [64,64,64]

Good point. I am not exactly sure how the colors are interpreted here, but you can also try using CoronaColor with pure white set, and then changing the “Output multiplier” value.

It’s so:

() Black = -1 → It’s OK
(
) white = +1 → It’s OK
(*) Middle gray (3ds Max [128,128,128]) = 0 → no anisotropy → It’s OK

But, the problem is between Black and 128.
Why is [0,0,0] almost identical to [64,64,64]? It’s.. it’s strange… Maybe some “gamma” problem somewhere…

definitely a gamma issue, will investigate further.