Because of different workflows between users. Let's say I'm following a strict PBR workflow, and you're not. Who's scene will they work perfectly in? Because one of us will have to tweak them? My workflow would require all albedo textures to be within a certain sRGB range, whereas values as low as 0,0,0 and 255,255,255 might be acceptable for your workflow? Who's workflow should the creator prepare the models for? And that's just highlighting 2 different workflows, I'm sure there are many other factors at play. I might prefer to use Physical Shaders, you might prefer to use Legacy shaders? Who knows
I think you missed the point dude.
Are you trying to say because we have many workflows, then the assets shouldn't be correct on any workflow even on the PBR workflow?
PBR is Corona's standard, almost everyone uses it, so make it correctly on PBR.
If anyone uses Alien workflows, let them fix themself because they're not the standard.
I dont think this is a very good example to be honest. If the assets work well in Vray it should work in Corona. If they are setup for PBR or Legacy it doesn't matter - there should be parity. It is time consuming sure, but its not difficult. I think this is the point here, the items in cosmos should import in correct from the get-go, if you want to adjust things to fit your particular workflow or 'standard' srgb ranges then that's up to you at that point, but the base asset should be plug and play.
Totally agreed with James. Your explanation is way better.
I believe everyone uses the Cosmos because they'd like to save time. Imagine that if they have to fix iOR / albedo / Roughness on 80 of 100 assets, It's pain.
The concept of Cosmos is drag and drop and it works perfectly. So make it be, that's it.