Join Aaron F. Ross for an in-depth discussion in this video Understanding color management, part of Maya 2016 New Features.
- Maya 2016 has a new color managment system. It's a shared software component across multiple Autodesk applications. It's called Autodesk Color Management, also known as Synergy or SynColor. A color management system has multiple purposes. For one, we want it to make sure that what we see on our screen is the same as what the audience sees, on for example, a digital cinema projector. Color management also exists so that we can utilize a so-called linear color space, in which calculations of light intensities are based upon just straight linear addition.
There's no contrast curve inherent in the lighting itself. This then means we can use physically accurate lighting scenarios such as, Maya's Physical Sun and Sky. Another application of color management is when we're rendering out to a RAW file. We want to make sure that we've correctly adjusted any incoming textures, so that their gamma correction is removed. This is necessary when you're rendering out, for example, a series of render passes that then are going to get added together in a compositing program.
So for all of these reasons we have color management. But the current version of color management in Maya is only supported by mental ray and Viewport 2.0, also known as Hardware 2.0. If you're using the Maya Software renderer then you can't take advantage of color management. Which is a bit ironic because Maya Software is the default renderer and color management is enabled by default, and those two features actually don't work together.
To take advantage of color management, you'll use mental ray or Viewport 2.0. I'll go into the Render Settings dialog and make sure that my renderer is mental ray. And I'm currently using the old school mental ray interface, as we saw in the last movie. And under Indirect Lighting I've made sure that Final Gathering is turned off. We can see the results of color management directly in the viewport in Viewport 2.0.
For example in this view, as I make changes to color management, I can see those results in real time. There are controls for the color management system within each viewport panel, on this viewport toolbar. However, there are so many icons on here now that they won't all fit on the screen at once. I'm going to have to collapse some of these, clicking on these little bars to close up some of this stuff so we can get out our goodies here. Here we go.
This is the color management section here. We've got the ability to change the Exposure, the Gamma, and also to choose a so-called View Transform. If I want to change the exposure, I could just type in a number here, like -1 or something like that. That's going to take it down by one exposure value. Or you can give it a value of 2, and that would increase it by two exposure values. Set it back to 0. I can also click with the ctrl key in this numeric field and drag left to right and I can adjust that Exposure.
Additionally, I can toggle between the Exposure corrected version and the neutral version, just by clicking on this button here. Okay, so that exists on each viewport for the Viewport 2.0 renderer, and there are separate controls for each view. As we can see, we have the ability to enable or disable these options on a per viewport basis.
- Navigating menus and shelves
- Using the new transform tools
- Accelerating meshes and material loading
- Using the Game Exporter
- Adjusting color management settings
- Using Hypershade
- Working with the sculpting tools
- Editing UVs with the brush tools
- Animating with Bifröst and Nucleus