...
Source | ||||||
---|---|---|---|---|---|---|
Maya | Renders started directly from Maya, or from NSI files generated by Maya, will use the Color Space that is used in the File shading node of the source texture. | |||||
Katana | Floating point textures (including 16 bit halfs) are considered as linear, everything else as sRGB. This is also the case for NSI files generated by Katana. | |||||
NSI file | NSI files generated by any other means (other than our Maya and Katana 3Delight plug-ins) can also take advantage of automatic texture conversion. To do so, there should be a special attribute accompanying every string value that points to a texture file. Here is a simple NSI example:
The |
Manual Optimization
You may consider preparing textures manually using the tdlmake tool for these reasons:
...