List of view/output transforms

The following transforms are available by default as view or output transforms. You can use other transforms by creating user transforms, or by specifying an OCIO configuration file.

The installed transform files are in the synColor/transform/ directory of the Maya installation location.

Input Space Description Primaries
1.8 gamma Applies a gamma value of 1.8. No tone-mapping is applied. Converted from the rendering space to the Rec. 709/sRGB primaries, followed by applying a single curve on all three RGB channels.
2.2 gamma Applies a gamma value of 2.2. This gamma is sometimes used to approximate sRGB. No tone-mapping is applied. Converted from the rendering space to the sRGB/Rec. 709 primaries, followed by applying a single curve on all three RGB channels.
ACES RRT Tone-maps using the ACES reference rendering transform (RRT), then converts the primaries and applies gamma for display on a typical computer monitor using the output device transform (ODT).

Multiple versions of this transform are available, based on different versions of the standard.

Converted to ACES, followed by Academy transforms.
Log Applies a logarithmic encoding to the rendering space values. This allows you to see a wide range of exposure values at once, and is intended for diagnostic purposes. No conversion of the primaries. A single curve is applied on all three RGB channels.
Raw Shows the untransformed rendering space values. This is intended for diagnostic purposes. No conversion of the primaries.
Rec 709 gamma Applies the gamma specified by Rec. 709 for HD video cameras. No tone-mapping is applied.

Note that HD broadcast monitors typically have a gamma of 2.4 instead. To render or preview images with a gamma of 2.4, you can create a user transform that references apply_2.40_gamma.ctf in the synColor/transforms/gamma/ folder of the Maya installation location.

Converted from the rendering space to the sRGB/Rec. 709 primaries, followed by applying a single curve on all three RGB channels.
sRGB gamma Applies the gamma specified by sRGB. No tone-mapping is applied. Converted from the rendering space to the sRGB/Rec. 709 primaries, followed by applying a single curve on all three RGB channels.
Stingray tone-map Applies the same tone map used by the Stingray engine. This is a common tone map used in games, developed by Jim Hejl and described by John Hable. In the Maya 2015 Extension release, this was called the Bitsquid tone-map. Converted from the rendering space to the sRGB/Rec. 709 primaries, followed by applying a single curve on all three RGB channels.