Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 13-05-2012 , 06:00 AM
PixalZA's Avatar
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sRGB vs Linear

A quick question: If I have a texture file (tga, png, tiff) saved in the sRGB colorspace, how can I convert it to a linear colorspace?

# 2 13-05-2012 , 06:28 AM
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Inside Maya you could plug it into a gamma node and set the gamma to 0.454 and then plug the gamma node into the shader, that will counteract the baked in 2.2gamma or you could take it into Photoshop and under image>Mode change it to 32 bits and save it out as an .exr.


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# 3 13-05-2012 , 06:51 AM
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Thanks GecT. I will definitely try the .exr route in Photoshop. I tried the gamma node but the midtones came out a bit wonky. I suspect 8 bits just do not have enough info for the divide by .454.

# 4 28-05-2012 , 05:09 AM
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You could also use Maya's own color-space tools.


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# 5 28-05-2012 , 05:55 AM
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Thanks. Out of curiosity. I assume the internal flow of Maya uses the linear color space. When does Maya actually apply the color space correction to a texture? On the output of the filenode itself before it reaches the input connection of the next node? What about procedural textures e.g. color ramp?

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