I see a few threads about this so sorry for any repeats. We are well acquainted with a linear, color managed pipeline in general and maya/mr workflow in particular. In VRay from our experiments it seems the steps are:
1. set Color Mapping type to Linear multiply (actually need to investigate the "types" a bit more)
2. check Don't affect colors
3. If using the maya RV, in the maya Color Management settings, set Image Color Profile to Linear sRGB and Display to sRGB (assuming sRGB is what you want). If using the VFB then click the display in sRGB button
so if we create a sphere with a .18 surface shader, the render comes into nuke as .18 and the renders look the same in the maya render view and nuke.
seems like that'll do it?
On a side note, one thing we notice is that we are using a VRay physical camera, the exposure color correction overrides even the surface shader. Is it possible to have an unlit, un affected shader when using a physical camera?
thanks
1. set Color Mapping type to Linear multiply (actually need to investigate the "types" a bit more)
2. check Don't affect colors
3. If using the maya RV, in the maya Color Management settings, set Image Color Profile to Linear sRGB and Display to sRGB (assuming sRGB is what you want). If using the VFB then click the display in sRGB button
so if we create a sphere with a .18 surface shader, the render comes into nuke as .18 and the renders look the same in the maya render view and nuke.
seems like that'll do it?
On a side note, one thing we notice is that we are using a VRay physical camera, the exposure color correction overrides even the surface shader. Is it possible to have an unlit, un affected shader when using a physical camera?
thanks
Comment