Stankluv
11-15-2009, 01:31 PM
So, if I export a .ma file from zb 3.5 with a fresh color texture map from polypaint and a freshly baked displacement map; and then open that file in Maya.
Then if I want to work in a linear/adjusted workflow and change my render options>quality>framebuffer> gamma to .4545, set my Data type to "RGBA (Float) 4x32 Bit and render out to .exr; my question is what do I do to my default exported-from-zb textures.
My instinct is to apply a gamma +2.2 adjustment node to each of the maps, but I am looking for some confirmation and ideas about how some other people are popping their Zbrush 3.5 .ma exports into Maya for this work flow.
I have been in a production environment where I barely understood the reason at the time, but the lighting sup was advising me to tweak the dispmap file node's color balance values for reasons of this purpose. I prefer the gamma node for the sake of book keeping ease. I am just seeing if I am in the ball park to what other peole are doing
Thanks.
Then if I want to work in a linear/adjusted workflow and change my render options>quality>framebuffer> gamma to .4545, set my Data type to "RGBA (Float) 4x32 Bit and render out to .exr; my question is what do I do to my default exported-from-zb textures.
My instinct is to apply a gamma +2.2 adjustment node to each of the maps, but I am looking for some confirmation and ideas about how some other people are popping their Zbrush 3.5 .ma exports into Maya for this work flow.
I have been in a production environment where I barely understood the reason at the time, but the lighting sup was advising me to tweak the dispmap file node's color balance values for reasons of this purpose. I prefer the gamma node for the sake of book keeping ease. I am just seeing if I am in the ball park to what other peole are doing
Thanks.
