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Critical Color Management Fix (Albedo/Gamma) & Displacement Configuration Suggestion #45

@PabloRet

Description

@PabloRet

Hi there,

Thanks for the great plugin. I've been using it with Blender 4.5 and RenderMan 27. I have identified two critical issues regarding color fidelity and configuration:

1. Critical Base Color (Albedo) Discrepancy

The generated material's Base Color (Albedo) is visibly washed out/too bright compared to Substance Painter.

  • Context:
    • I am using the plugin's export setting Color configuration: OFF.
    • In Blender, I use Filmic as the default View Transform.
  • Cause: The plugin is incorrectly setting the Color Space for the PxrTexture node of the Base Color map to Linear or Raw. Since the texture file itself is sRGB, marking it as Linear prevents RenderMan from applying the necessary $\mathbf{1/2.2}$ (or $\mathbf{\approx 0.45}$) gamma correction.
  • Workaround: I must manually insert a PxrColorCorrect node with Gamma set to $\mathbf{0.45}$ to match the desired color, confirming the missing correction.

Suggested Fix:
The plugin must ensure the Color Space setting for the Base Color map's PxrTexture node is set to sRGB.


2. Displacement Configuration Improvement

The automatic setup for displacement requires better control for production readiness.

Suggested Implementation:

  1. Color Space: The Displacement/Height map's PxrTexture node must have its Color Space set to Raw (as it is data, not color).
  2. Node Setup: The output should be connected via a PxrDispTransform node before the final Displacement input on the PxrSurface.
  3. Benefit: This provides the user with correct, centralized control over the displacement scale and midpoint, which is essential for accurate PBR setups.

[Insert links to comparison images here: Washed-out render vs. Substance Painter and the Gamma 0.45 workaround node.]

Thanks for your hard work!

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