Just playing around with PBR, also was reading about linear colour space so I was also experimenting with doing a sRGB > linear coversion to the textures -- before .rat creation as the mipping is wrong in sRGB. A 2.2 gamma is applied when viewing the render in mplay and also applied when saving a .jpg. I understand it all a little bit better now, that workflow seems to work alright.
Just used the Galileo's Tomb HDRI from http://www.debevec.org/ with no other lights.
hipnc file is here
Just used the Galileo's Tomb HDRI from http://www.debevec.org/ with no other lights.
hipnc file is here
Dope Shancock... Is the mipping in sRGB wrong for both .rat and .tdl files?
ReplyDeleteI guess so, it needs to be resampled in linear to work properly, but I don't think it is a super significant problem. This site was good at laying it all out: http://mysite.verizon.net/spitzak/conversion/
ReplyDeleteespecially these pasges:
http://mysite.verizon.net/spitzak/conversion/composite.html