Problem: The person renders or displays in the Hypershade as extremely overexposed (washed out white/pale), while other Cosmos assets (plants, vehicles, etc.) render correctly.
**Root Cause:**The Cosmos importer erroneously routes the non-linear texture (.tx file) through a V-Ray utility node TexCombineColor which applies an incorrect or doubled linear transformation, effectively double-gamma-correcting the diffuse color.
Simply changing the texture file node’s Color Space to Raw fails because the bad node overrides the correction.
Connecting the texture file directly to the diffuse color and bypassing the texcombine color completly worked
Step 1: Open the Shader Network
- Select the washed-out Cosmos person in your scene.
- Open the Hypershade.
- Click the Graph Materials on Selected Objects button to isolate the network.
Step 2: Identify and Bypass the Node
- Locate the primary Diffuse Texture File Node (the Maya file node with the .tx file for the diffuse color, e.g., _Igor_Running_001_A_diff_tex_0).
- Locate the final V-Ray Material node
- Identify the faulty Intermediate Node the diffuse file is currently passing through before hitting the material’s Diffuse Color slot.
Step 3: Make the Direct Connection
- Drag the connection line from the Diffuse Texture File Node’s output (Out Color) and connect it directly to the V-Ray Material’s Diffuse Color slot.
- You are essentially removing the bad TexCombineColor node from the color path
- Render: The person’s colors, contrast, and shading should immediately return to normal, as the texture is now correctly converted to scene-linear space without the erroneous extra processing.
Hope this helps for others running into this color managment issue. I’ve spend too many hours trying to fix this and have even resported to staying on Vray 6 until i figured this out because it worked fine in Vray 6