![]() ![]() Now I'm not entirely sure how SP was intended to work (and I am no expert on all this gamma stuff), but I've also noticed that in Marmoset, the gloss map needs to be flagged as 'sRGB space' to have the correct effect. So I played a bit with the values there, and ended up settling with a gamma value of 2.2.Haha.įor anyone who ever did anything with gamma correction, this value should sound familiar. Let's ditch the value remap, and try a gamma correction node instead. What I got after some fiddling around is something that looked like this:Īnd I thought to myself, that looks a lot like a gamma curve. I figured I make a custom attribute on my sphere in maya, and patch it through a value remap node into the roughness on the mila_material, and see just remap the input values somewhat to have that custom value correspond properly with the SP roughness value. ![]() So, at first glance, the 40% roughness in SP seems to correspond with about 75% roughness in mental ray.
0 Comments
Leave a Reply. |