On the same display - which we can safely assume is the case - there should be no difference. Discussing profiles and displays is pointless.
If you make screenshot of framebuffer, or any non-color managed application, you will capture the image in the shifted color gamut unless you whole environment is clamped down (and then you had no reason to buy anything other that TN calculator for display).
There could still be another shift depending how his whole environment is set-up, or how he actually did the screenshot.
I've tested 100 times how Corona (or Vray, or VFB+ any renderer embedded in 3dsMax environment without color management) saves and displays color. As long as pure sRGB pipe-line is maintained, Corona preserves color and tone 100perc. correctly. Which is not exactly a win situation, using damn sRGB in 2016.
Here is a screenshot examples: Blue color can actually be brutally more saturated. The assign sRGB is the correct one matching the input colors (in form of values or textures). The framebuffer is what you see on wider-gamut displays, and is also what a screenshot will look like.
Or if you assign higher-gamut spectrum to saved render. Both of them are incorrect of course in terms of input, but consistent if you want PS=Framebuffer to look the same in wide-gamut environment without actual color accuracy.
If you want your input colors to match output in Corona, you have to assign sRGB only. Only this option currently preserves accuracy.
If you want the same colors as in framebuffer, assign your display profile, and then convert to working space (sRGB for example). You will get your framebuffer look, but inconsistent colors with input.
Please don't share this examples anywhere, it's from non-published project, but one that best illustrates the issue.
« Last Edit: 2016-10-24, 19:30:56 by Juraj_Talcik »
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