tom wrote:Gamma is hard-tied to input color space and currently it's sRGB. As you know sRGB gamma is 2.2 so, that's why it assumes all given textures in this color space. If you give more details about your workflow then I can shed more light maybe.
For sake of this post, assume I am not at all referring to surface textures such as bump, disp, etc as those appear to be not affected by the inverse 2.2 adjustment.
For product or package visualization we will often get many variations of artwork designs in CMYK Illustrator format, with of course "white" as the negative space.
When these are rasterized to RGB you end up with an uncalibrated "linear" image but that includes white as the "not printed area."
We will then create a mask for this unprinted area using Photoshop - so we do not have the negative space "white" reflecting energy in the scene.
The MXM is then created with several layers. The printed "media" layer (box, shirt, paper, whatever) and then the artwork on top decal style.
Top Layer (masked with clip map from white space in artwork file)
Artwork BRDF <- currently input as raw rastered file from Photoshop, assuming gamma 1.0
Bottom Layer
Paper BRDF <- may have reflectance textures obtained with scanner or camera that currently are likely input with 2.2, thus are 'corrected' by maxwell.
Assuming my above assumtions are correct, the options are:
1. We should be applying 2.2 gamma to the artwork so that when Maxwell does the 2.2 inverse it will be correct, it has been under gamma'd all along.
2. If Maxwell were to allow disabling of 2.2 inverse gamma, we would then make sure any captured textures input into the Paper BRDF were linear.
With option 1, if we use 16 bit depth, is the gamma operation reasonably lossless?