I’m confused about how this is handled in Blender. I was wondering if someone could confirm what I’ve read about it.
Blender viewport and render is defaulted to Linear color space, correct? So how does this work behind the scenes because in Maya you had to use gamma correction to all incoming image texture nodes and the color slot of all non mental ray materials.
What I think I read in the Wiki is that Blender handles this behind the scenes, applying the necessary 2.2 gamma when SRGB color space is chosen for the display. Then, at render time, it automatically changes your color texture’s gamma to correct values (should be around .454545) and if it is .exr, .hdr etc. it leaves those textures alone.
Is that how it works? Do I not have to gamma correct anything?