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Linear Workflow?

Heya!

Quick question. Does Unreal allready use a linear workflow internally?
From my understanding the sRGB flag in texture editor ensures the conversion of color maps from gamma 2.2 to gamma 1.0.
I’m a little confused, that in GlobalPostProcessVolume under Color Grading Gamma is set per default to 1.0 and not 2.2.
When I set it to 2.2 the light falloff gets smoother but textures look washed out.

Does that mean, that screen output allready has a gamma of 2.2 applied and the gamma input in Color Grading is just an option to further tweak the look?

Cheers,
Thomas.

All right.
I guess I don’t have to worry about gamma values.