Tuesday 25 August 2009

linear workflow

So this is supposed to be a big deal. Admittedly I can't remember there being much of an emphasis on this at Escape - the general impression I got was everything gets saved/fixed in comp. I didn't even know the framebuffer tab in mental ray even existed until a few days ago.

So here we are, some useful links regarding linear workflow:

http://3dlight.blogspot.com/2008/09/linear-workflow-for-maya-mental-ray.html
http://www.djx.com.au/blog/2008/09/13/linear-workflow-and-gamma/
http://www.floze.org/2008/07/six-tuts-on-light-and-shade-part-i.html

Let us know if you get your head around it :-)

3 comments:

  1. Thanks for posting. Just been reading through the posts. Its good to know about all this stuff. I might try and work in a linear work flow for my next project and see how I get on.

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  2. ...I think the problem is textures gamma workflow , if it is the simple scene , I can insert the gamma node for each texture , but if the scene is complex , it will take whole my life to remove gamma correcting..
    but what if we render out our sequence in floating (32 or helf in maya framebuffer setting) then doing gamma correction in post , it should give us more control and flexibility
    so I think the different between correction gamma in post and during the rendering is that in second case , it ensure optimal quality for color .but requires much more setup time .

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  3. here is another post from the dude's blog above that shows the practical effect of not correcting the gamma in Maya (with some shader-network pics)

    http://3dlight.blogspot.com/2008/09/linear-workflow-addition-1.html

    I think basically Tu nailed it (unless anyone else wants to weigh in).

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