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Week 2: sRGB vs Linear Workspace

This topic is probably the most technical topic in the workshop. There are many others who have
explained it better than me so I'll leave it up to them. But basically for matte painting (and this workshop)
you're fine working the way you are default working and painting in Photoshop, which is sRGB. What
you see is what you get, and that's totally fine, on the web, print, or anywhere else except 3D or
compositing in some cases.

If you were to take your matte painting into 3D, they would automatically convert to linear internally fine,
and it would output again into a linear space (if you're using linear output), which you can then take into
a compositing program, and do linear compositing. If you are using color swatches that need to be
matched in linear space, you need to take the RGB numbers and put them into Maya/Cinema 4D for that
color swatch, not necessarily looking at the colors because those will be different. If you're doing
projections, doing it in sRGB space in Photoshop, then importing it into a 3D package like Maya/Cinema
4D and then render them out as footage. That would be ok as well.

What you DON'T want to do is work in Photoshop with a linear gamma LUT (Look Up Table) to change it
into linear workspace, render that out as "linear" then put it through a 3D/Compositing package, which
will then change it to linear again, essentially doing it twice. You don't want that. Just work regular
sRGB with a LUT on to check your work then turn it off when you save out the file for 3D/Comping.

So basically, just work as you would normally in Photoshop for matte painting in sRGB space

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