I'm using VertexPaint to generate masks for specific vertex groups on meshes together with AOV and rendering to EXR. It's very important for me to be able to control the exact color values that's rendered. I understand that the input values that's set using Vertex Paint are set using SRGB then transformed to linear space. But it seems to me the transformation isn't perfect and the colors I get are actually not the exact colors I'm setting. Can any one point me to the correct solution for this? I understand that the transformation user by blender is lossy, but is there a way to be able to predict what exactly will the values be transferred to?
I have tried few suggestions: playing with color management, setting display device to srgb or none:
The result always the same for all setups, input = (0.2, 0.3, 0.4) - sRGB Output:
The color is wrong - Blueish color on the side of the cube.