Hi there, I am writing this one just out of curiosity.
I know that both Designer and Painter, when converting a dielectric material from a metal/rough texture set to spec/gloss (i.e. when the metal map is black), assign a flat gray color to the specular map.
Now, from what I know this gray color should represent a fixed valued of 0.04 (in a range from 0 to 1 in a linear gamma).
What I noticed is that Substance Designer assign a sRGB color of 59 to the specular map, but I can't understand this value.
Theoretically 4% of 255 (rgb range) is 10.2, which in sRGB becomes 10.2*2.2 = 22.44
So my genuine question is, what am I doing wrong?
Thank you
