Color Managing Textures and Maps

3D CG elements should be rendered using a scene-linear working space. However, when you are manually specifying color transforms for images that are used for textures and other maps, they should be processed in various ways depending on both the image state and the type of map.

Material Colors

Maps that are used for material colors should be scene-linear, but restricted to a 0-to-1 range. This is because they represent the proportion of light that is reflected or transmitted. These include diffuse, specular, and ambient reflectance colors, as well as transparency color.

First, you must ensure that the images are scene-linear:

Once the images are scene-linear, you can convert the primaries to your working space using one or more of the transforms in the primaries/ directory. For example, if you converted an image to scene-linear ACES 2065-1 and you want to render using the UHDTV (Rec. 2020) primaries, you can apply ACES_to_CIE-XYZ followed by CIE-XYZ_to_LinearUHDTV.

Light Sources

Maps that represent light sources should be scene-linear but can contain values greater than 1.0. These include reflection maps, environment maps, and backplates, as well as some other effects such as incandescence.

Non-color Data

If images are used to control non-color attributes, such as normals, displacement, and so on, then the values should not have any color transform applied.