Been meaning to do this for a while, but never got around to it . . . And I got scooped a little bit! Derek Flood did a couple of short videos about this and lit a fire. Thanks Derek!
Anyways a quick overview (as quick as I can do it, everyone else seems to have a better grasp of the brevity thing than I do) of how linear stuff embedded in Maya 2011/2 relates to what you may have been doing before . . . not expansive, just pointing a few things out.
*EDIT* Derek was kind enough to point out some of the specific bugs/weirdnesses he's found in the comments. Check it out if you're interested!
Maya/Mental Ray: Linear Workflow in Maya 2011 from zeth willie on Vimeo.
HERE'S (rt click, save as) the updated zbw_gamma script that works by shader selection and sticks gammas into the color channels. You can also adjust any/all gamma nodes in the scene or delete them globally.
Hey Zeth, thanks for the shout out!
ReplyDeleteYou mentioned that you weren't sure why I said that the color management was "broken." Here's some examples:
1) if you set the default input to sRGB it will degamma both color maps (which is right) and normal maps (which is wrong). It should instead base the color management on the *input* type on the shader (rather than on the texture map) so that it can look if the input is RGB (where it should do the degamma) or if it is normal, bump, or displacement input (where it should not). This is not an error as much as it is poor design.
2) if you use mipmap elliptical filtering on the texture map then the color management will get bypassed (and so it will not get the degamma).
3) if you compare the degamma from the color management to a manual gamma you'll see it is not quite the same. The color management one looks a bit off, and sometimes has artifacts.
That's why I still use the gamma utility to do it manually, as I see you do too :)
Word up, Derek.
ReplyDeleteAs I said, I haven't run into any of these issues, but it's kind of a moot point, since I think the global color space manager is a bit of pain (mostly since I can't SEE it happening).
But I'll update the post to point people to your examples. Thanks!
Z
Thank you Zeth, have been looking for this for a while. It works perfectly!
ReplyDelete