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 . For more information on color profiles, see Color Profile .
- 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.
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