Does the light color need to be gamma corrected for Linear Color Workflow?

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  06 June 2013
Does the light color need to be gamma corrected for Linear Color Workflow?

Does the light color need to be gamma corrected for Linear Color Workflow? Or any other swatch not directly related to shaders.

I've done several tests and I can't seem to tell where it stands because I can't detect whether the end result is because it does need gamma correcting, or if gamma correcting is not needed and the end result is affected by the light intensity and/or drop-off and/or camera lens shader.

Last edited by egglybagelface : 06 June 2013 at 01:23 PM.
  06 June 2013
I have watched several linear workflow tutorial DVDs provided by experts. None of them does the gamma correct thing to the light color. Light intensity can be controlled by using fall up.
  06 June 2013
Any swatch should be converted to linear colorspace to provide accurate results. The only difference with lights is that the colour you choose has less impact, it bounces around other colors first and you'll have to eyeball it in the end.

So don't gamma correct it (not because lights are handled differentely within maya, but because it's not as important to your final image)
  06 June 2013
Cool. Thanks, guys.

@ Zhbdcafe.... yeah I've seen many professionals, such as some Jon Tojek videos, and he never does it, but then again he uses a 32 bit float image as the light intensity to an area light shape..... not just a 32bit float in his IBLs. I brought up light intensity because to some degree the hue has the illusion it changes. eg. increasing intensity of a blue light changes to a brighter cyan before hitting absolute white.

@ APerez.... all tests I did were on texture-less objects... white surfaces so I started wondering.

Last edited by egglybagelface : 06 June 2013 at 08:40 AM.
  06 June 2013
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