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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.

KatanaFloating 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 will generated by other means (than our Maya and Katana 3Delight plug-ins) can still 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:

Code Block
languagetext
Create "example" "shader"
SetAttribute "example"
 "shaderfilename" "string" 1 "file"
 "textureName.meta.colorspace" "string" 1 "linear"
 "textureName" "string" 1 "sometexture.tif"

The "textureName.meta.colorspace" indicates the color space for the texture designated by "textureName". Any available OCIO color space can be used. In addition the The following presets are recognizdrecognised: linear, rec.709 and sRGB.

  

You may consider preparing textures manually using the tdlmake tool for these reasons:

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