Since UE touts the term “physically correct” does it require linear texture data, meaning texture data without any curves applied? I’ve seen a handful of tutorials regarding textures and how to source them but nothing regarding the nature of the data being sourced. So I suppose to be direct, would EXR’s be an ideal format or linear Tiff’s? Thank you.
First you need to explain what you mean with “physically correct” in terms of textures.
Are you talking about lighting, or material shaders, or what?
I usually go with TGA files and HDR files for skymaps…
From what I have read Unreal Engine in terms of their materials use a physical, real world model to evaluate result. I wasn’t sure if UE accepted linear file formats such as EXR or if it needed to be more traditional formats.
Hmm, as I said: HDR works.
EXR, it dont think so. (Even George would be disappointed abou that… )
There’s no such thing as linear texture formats, there’s 32-bit images like HDR or EXR that can contain a higher range of colors. Then there’s the gamma setting which I’m guessing it corrects by default. There’s linear gamma for things like normal maps and displacement maps, and then other textures are usually at 2.2