Hi, I have a problem when plug an Alpha from the Texture Sample with the Base Color input. This is just an example but in the real project, I use the alpha with Subsurface Color and I don’t know how to convert it? Please help, thanks.
Let me explain the image below, the 3D Plane on the left has a weird color, everything becomes gray.
Do you mean that I need to check the Scene Settings about Color? Let me explain my problem in Blender, I want a function like in the image below. I don’t want to say “I want a curve”, the real thing I want is a conversion from something between Linear and Non-Linear, I’m sorry I don’t know how to call it, just something like that.
I understand if nobody can answer me for the moment because it takes a long time to open Unreal Engine and to create a project, so my solution is to use the math:
I was wrong about everything, the problem has nothing to do with SRGB <–> FLOAT, but at least I discovered something, I must use Power(X, 1.75) if I want to have an exact result in Unreal Engine.
People are wondering why I wrote these? That’s because it will help me in the future, I will use this thread to document, and to remember everything.
Edit: For the real project, I must use Power(X, 2) if I want an exact result, I don’t understand.