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sRGB - how to be?

Recently, i have to deal more and more with texturing, and hence with color. I want to know how to deal with sRGB. When all the same it is necessary to use this setting, and when not? Global advice will be in place, but I would like a "working" example, which is encountered every day. I would not ask this stupid question (although there is very little information on sRGB in the context of UE4, as for me), but recently I saw a video where author removes sRGB from Base Color-texture, and in other sources they suggest immediately breaking fingers for similar act.

In general, I'm interested in your opinion and/or advice, because I do not have enough competence to finally deduce for myself formula "Switching on/off sRGB."

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asked Jan 04 '18 at 07:30 PM in Rendering

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answered Jan 04 '18 at 09:46 PM

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avatar image frost_FX Jan 05 '18 at 09:56 AM

This is already some kind of information. There's a problem with the Substance Designer and Substance Painter that exists in me: texture obtained from these programs looks lighter in the UE4, and turning off sRGB only changes the preview of texture, and there are no changes in the material itself and on the scene. Yes, I saw that Ryan Brooks wrote in that topic, but even after the recompilation of texture Base Color still looks as if the sRGB is on. General tips such as "turn on for Diffuse / Albedo and turn it off for Roughness / Metallic and stuff" are known and so, but they do not work under certain circumstances, or I do not understand them correctly.

In any case, thanks for the link, this will allow me somehow to focus on everything written there and try to overcome this nightmare of color spaces. Nevertheless, any clues or real examples will still be in place!

avatar image Everynone Jan 12 '18 at 08:22 AM
avatar image frost_FX Jan 12 '18 at 10:57 PM

Perfectly! Thank you, it feels like I'm blind.

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