All "Diffuse-Albedo-Color" need to be, or at least they would be in an sRgb color space (in my experience), inside the diffuse node. On the contrary the other maps such as: Normal, Specular, Roughness, etc ... They should be set to "Non-Color" in the nodes.

Now the question I ask is the following: I would like to keep the sRgb color space, and create a group that transforms (Or at least simulates) this "Non-Color" color space. Is it possible to reproduce a procedural transformation after the 'TEX_IMAGE' node? The group would be immediately after the image and would serve to transform it into Non-Color

I'm not sure about this, and I'm not even sure if it requires additional hardware consumption.

  • $\begingroup$ I know the other way around if you want to know (noncolor to almost as same as srgb) $\endgroup$
    – Mobin
    Mar 10, 2021 at 20:55

1 Answer 1


You can switch between Linear/sRGB color space with a Gamma node.
I learned it from this Andy Burrows' article. No idea how it works though :)

  1. Use Gamma: 0,454 to transform sRGB to Non-Color
  2. Use Gamma: 2,200 to transform Non-Color to sRGB

enter image description here

  • 2
    $\begingroup$ If anyone could explain the principle behind it, I'd be happy to edit it in :). $\endgroup$ Mar 10, 2021 at 22:55
  • $\begingroup$ Note: This is slightly inaccurate, and we need a proper RGB>Linear shader node blender.community/c/rightclickselect/k225 $\endgroup$ May 20, 2022 at 10:23

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