This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
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.
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.
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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