final list on what to correct in mia_material


#21

In my opinion it is not necessary. Remember we only gamma correct to get the math working correctly in the render. If we want a specular color that is blueish, say rgb=27,77,109 then the color is equivalent to hsv=203,0.75,0.43. If you use this as your specular color, with a specular weight=1, then that is the same as using hsv=203,0.75,1.0 with a specular weight of 0.43. If you gamma correct the color, it is like you are actually changing the weight too.

So I do not think you should gamma correct specular weight or color.

– David


#22

OK, the list is complete.I can work in peace now.
Thanks alot David.
Hope it helps all MR4Maya users.


#23

nice work putting it in such straightforward terms, Royterr!


#24

somebody had to do it.
lets just hope autodesk will have the budget to fix that in Maya 2011.


#25

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