I also would love to see that we can choose between both input types: RGB and Linear Values in SD & SP. Both software packages have another input type and that's what confuses a lot and makes it harder to author great textures.
I just put up a Uservoice: http://allegorithmic.uservoice.com/forums/261284-substance-painter/suggestions/7044743-multiple-input-types-to-choose-from
Hi Fabian,
Thanks for submitting the user voice. We plan to add an option for viewing the numerical values in SP as sRGB as well.
The difference between SD and SP is that the color picker works differently. The values are numerically entered as linear in SP. However, the color display in the picker dialog displays color as sRGB. So if you were to visually choose a color, it is in sRGB space. Once the color is chosen, you will see the linear value for that sRGB color. In SP, you are still visually choosing color as sRGB, but the difference is when it comes to enter a numerical value, it must be in linear. I agree, this is confusing.
It all comes down to visualization and conversion. You need to be able to properly visualize the colors. This must be done in sRGB space because of the way our eyes work and screens display color. In the end, SP is creating sRGB output for maps that dictate color (base color, specular, albedo). If colors are displayed in linear space, they'd look too dark. If you paint base color in linear space, it would appear to our eye much darker and you would not be able to accurately gauge the values. You never author maps directly in linear space
However, for lighting calculations, the computation must be done in linear space to be accurate. So this presents a problem with visualization versus computation. Think of it like going to see a movie in 3D. You need to wear 3D glasses to see the picture correctly. If you take off the glasses the picture looks incorrect to our eyes (think of linear space), but put the glasses back on (think of sRGB space) and it looks good to us.
In order for the 3D to work, it must be calculated correctly i.e. split between left and right so the end result will look correct. The same is true for PBR as you need to calculate the values correctly for the end result to look correct. This is done by removing the gamma encoded values in base color, specular and albedo maps so the math will be correct in the rendering process. So with this said, you can think of editing the textures while wearing the "sRGB Glasses." I will stress that this only affects values that represent color data such as base color, albedo, specular color.
A conversion needs to take place. In SD, the process is sRGB and the conversion to linear is handled in the shader. With SP, the process is linear and the conversion is handled manually by entering linear values. However, if you are just using the picker to choose a color value, it works just like SD. Either way, both SD and SP are computing values in linear space and presenting an sRGB image for export and display. SP works more like UE4 in this regard. SD has been around long before PBR and SP was built for PBR, so this is way you get this difference in the color pickers.
Cheers,
Wes