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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 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:

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. The following presets are recognised: linear, rec.709,sRGB.

  

Manual Optimization

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

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