sRGB
gamma 2.2 · how colors are authoredLinear
gamma 1.0 · what lighting usesFormula for each channel, C = value ÷ 255: if C ≤ 0.04045, C ÷ 12.92; otherwise ((C + 0.055) ÷ 1.055)2.4


Formula for each channel, C = value ÷ 255: if C ≤ 0.04045, C ÷ 12.92; otherwise ((C + 0.055) ÷ 1.055)2.4
Type a hex code or an RGB value on the sRGB side (#195FDD, 25 95 221 or 0.1 0.37 0.87) or linear values on the Linear side; the other side updates.
Use sRGB for base color (albedo) textures, hex codes and color pickers. Use Linear in shader code, for light colors and in the color fields of Unreal Engine and Blender.
Roughness, metallic, normal and ambient occlusion maps are already linear data: import them with sRGB off ("Non-Color" in Blender) and don't convert them.
Color space management is one of the most common stumbling blocks in a modern Physically Based Rendering (PBR) workflow. Our sRGB to Linear Color Space Converter is designed to help 3D artists, texture painters, and compositors correct gamma issues before they ruin a render.
Render engines perform lighting calculations mathematically, expecting input values in a linear color space. However, most images (like JPEGs or PNGs) are saved in sRGB color space for monitors. If you plug an sRGB texture directly into a data slot (like roughness, metallic, or normal) without converting it to linear space, your materials will look fundamentally wrong—metals may look like plastic, and lighting will blow out. Use our online color space converter to easily translate your texture values, ensuring accurate math, realistic lighting, and a flawless linear rendering workflow in software like Maya, Blender, and 3ds Max.