The following describes how to set up a color managed linear workflow in Maya. 
         
         A linear workflow is necessary for photorealistic rendering because any output display (for example, a monitor) has a signature
            response curve that affects the way color is displayed. As a result, to produce color that appears correct to the human eye,
            a color correction has to be applied to an image. Therefore, you must reverse this color correction before lighting and rendering
            so that rendering calculations can be made with the correct color values, and then color correct the resulting image again
            before it is displayed, so that it appears correct. This results in much more realistic lighting and compositing with greater
            falloff and softer highlights, as illustrated in the image below. 
         
         Setting up a color managed linear workflow
         
         NoteThis workflow assumes that you are using sRGB texture images. 
            
         
            - Select mental ray as your renderer (). 
            
- Select Window > Settings/Preferences > Preferences, and under , select under . 
            
- In the , select Maya IFF or OpenEXR as your image format. 
            
- In the , under , select  as your . 
               NoteWhen rendering an image using the .exr file format, you must change your framebuffer type to 32-bit float or 16-bit half float.
                     Otherwise, your image will be clamped to [0, 1]. 
                   
- In the , under, select . 
            
- Select  as your . 
            
- Select  as your . 
            
- In the window, select . 
               The   appears. 
                
- Select as the. 
               This is the incoming format of the rendered image. 
                
- Select  as the . 
               This is the desired display color space. 
                
- Render. 
Other important notes:
         
         
            - The resulting linear image from a batch render must be color corrected for final display, and this is usually done at the
               end of the compositing process. Choose  for your output and input profile if color managed images are intended to be used immediately after rendering without further
               adjustment. 
            
- Scalar or single channel texture images intended for bump, normal, displacement or other non-color applications should select
                as their  under the  node . 
            
- Color swatches are not color managed. To maintain a linear workflow, single color swatches in shaders, procedurals, utility
               nodes and lights should be converted to a linear color. A simple way to approximate this conversion is to attach a  node () to any  attribute of a rendering node, then set the  attribute of the  node to the desired color and set all three  values (RGB) to 0.455. 
            
- Lens shaders affect the result and should be used with caution. The   button in the  tab creates a lens shader that should be deleted when using internal color management.