3ds Max :: Switch Over To Gamma / Linear Color Space Workflow

Aug 30, 2011

I'm trying to switch over to a gamma/linear color space workflow. 3dsmax and multiple blogs state that displacement, normal bumps, and bump maps should be noted in 3dsmax as gamma 1.0. All other maps (diffuse maps, etc) should be noted as gamma 2.2 (or whatever gamma you created them in) so 3dsmax can properly convert them to gamma 1.0 during its math calculations.

This is all fine. It makes sense that if you make a color bitmap in Photoshop, what you see on screen is being created/tweaked at gamma 2.2 and needs to be converted in 3dsmax (corrected down to gamma 1.0). 3dsmax notes that Mudbox and certain other software produce normal and displacement maps already in gamma 1.0 so these do not need to be corrected. Similarly, black and white bitmaps used for bump and displacement also should be noted as 1.0, not 2.2 (not adjusted down to 1.0).

Questions:

1) If I create a normal bump map in Photoshop (plugin), is that going to be gamma 1.0 or 2.2?
1b) Does it depend on which format I save it in? For example, jpgs default to gamma 2.2 (no gamma listed), while targas can note inside the file which gamma they use.
1c) If, in Photoshop, I simply open a normal map created in Mudbox (made and saved at gamma 1.0 automatically), resize it in Photoshop, and resave it as a jpg, have I inadvertently converted it to a gamma 2.2 image?

2) If I make a grayscale bump/displacement bitmap in Photoshop, it does not need to be adjusted from gamma 2.2 (but is "already" gamma 1.0). Why then would I note that same grayscale bitmap, created in Photoshop, as gamma 2.2 if it's used in any other slot (reflection, roughness, cutout, glossiness, etc)? By using Photoshop, aren't I looking at gamma 2.2 adjusted grayscale values on the screen when I create the grayscale image?
2b) Conversely, are displacement/ normal/ bump maps made in Mudbox only gamma 1.0 if they are saved in a non-jpg format?

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