Thanks, @ferdinand
- I think it's easier to reproduce this problem with C4D 2024 (say 2024.5.1).
- I don't think this is a bug with C4D. It's a problem with our plugin about how to use C4D MODATA_COLOR from the effector field for Multi Shader in our Render Engine. The viewport always has the expected correct result, it's our plugin who doesn't produce the expected result.
With more and more thinking and testing, I began to believe that in the scene attached the MODATA_COLOR from the effector field is used to find which texture defined in the Multi Shader should be applied to each cloned instance. (so the MODATA_COLOR values are more like texture indexes). So the MODATA_COLOR values are not really used as colors in the viewport, and shouldn't be treated as gamma-corrected values regardless of the scene's color space.
If my above understanding is correct, I think our plugin just need to treat the MODATA_COLOR values in this particular case the same way as C4D viewport. Currently, our plugin convert the MODATA_COLOR values from linear to srgb based on the scene's color space, which I think is incorrect, because I think the MODATA_COLOR values are not real colors in this case.