@ecximer
Why do you need the gamma spinner?
The gamma should be set at 2.2 for work, and if you render in full float you will get an untoned exr image, after that apply your gamma in comp, since you have a full float image you can do whatever you want.
You should not be playing with gamma for correcting the render IMHO, you should get a linear full float image to work in comp.
Master Zap did a great post about this some years ago.
Cheers!
It's possible to write a lot about gamma 2.2, and that it's the only one correct. But not everyone works by-design and it's incorrect to fit everyone in one size.
I don't work in 2.2 (and ecximer also doesn't), but now I have to change my workflow. For example, the latest gif I posted above is made in gamma 1.4, and I can't achieve the same result in latest builds. That leads to the need of post-processing and excessove manipulations... what for??
It's much simpler to leave the switch in settings, and don't make life harder for users. That would be their choice in which gamma to work.
But please don't tell me that it's only correct to work in 2.2 - there are many opinions about this.
Our betatesters group is discussing this question quite frequently, and there is still no consensus about this. But anyway, it's the final result what is important, and not the correctness of it... the most important is the result - that's why I ask to return the gamma in setting.
And newbies won't find it anyway. Btw, other renders all have gamma settings, isn't that proof enough?