If you use the regular color picker, the range gets converted to about 1~205. The 10 to 230 range is for Photoshop textures and Vra圜olor gamma corrected colors. Using overbright colors will not only look non-realistic, but it will also increase the render times, as the light needs to be bounced around more. Even the darkest coal has an albedo of ~4%. The same goes for the blacks, only black holes absorb everything the rest of the world reflects at least a small portion of the light. The whitest snow has only 90% albedo (reflectance rate). Most things we think of as pure white are actually ~75%-90% white (190-230). Important note – for realistic results, the Diffuse must use colors or textures in the range of 10~230 on the lightness scale. This seems a bit complicated for just getting a simple color in 3ds Max, but currently there is no automatic way to do this. ![]() ![]() Now the color of the material matches perfectly with the color you took from Photoshop. ![]() Set the same RGB values in the color slot and change the Gamma correction settings to “Specify” and make sure it’s set at 2.2
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