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Choose a view for previewing

The view specifies a meaningful preview of colors to show in Viewport 2.0, the Render View, and the UV Editor. Typically, it shows how a scene would look in its intended output format, such as standard dynamic-range video or in a game engine, possibly including adjustments for aesthetic reasons (for example, a look or color grade). Alternatively, the view may be a special one that is used only for diagnostic or other purposes.

The default view for a scene is the View set in the Color Management preferences . This is also the view used for color pots, including solid colors and ramps, in the Attribute Editor when Show Color Managed Pots is on.

You can also temporarily select a different view on the fly in Viewport 2.0, the UV Editor, and the Render View. See Preview color-managed scenes.

When using the default OCIO v2 color management system, the views must be defined in the configuration file used by the scene. Furthermore, only views that are specified in the active_views list in the configuration or that are specified by the OCIO_ACTIVE_VIEWS environment variable are available.

Some configurations might allow a different set of views depending on the display, so it is best to set the Display before selecting the View.

For the best possible preview in general, you should set the default view of a scene to the same view that will be used for finishing. For example, if you are producing frames that will be sent for compositing, then you should use the same view that will be used for previewing in the compositing application or used for final output.

There are two configurations installed with Maya, and they each have several views available. However, your project or studio may be using a different configuration with different options.

Maya-default views

The Maya-default configuration is used for new scenes. It includes the following views:
View Description
ACES 1.0 SDR-video (Default) Tone-maps using the ACES Output Transform for standard dynamic range video (previously known as the RRT and ODT). Neutral colors (equal RGB values) are mapped to the chromaticity of a D65 white point.

The Display menu specifies which type of monitor (i.e., primaries and gamma) the RGB values are encoded for.

Un-tone-mapped Displays the source colors 1:1 on the display device, with no tone-mapping. This can be useful, for example, if you want to see texture values as they would appear in an image editing program.

This tone map is sometimes recommended for a "linear workflow", but proper color science requires a more complex view transform, such as ACES.

This view transform is primarily for diagnostic purposes. The Display menu specifies which type of monitor (i.e., primaries and gamma) the RGB values are encoded for.

Unity neutral tone-map Emulates the default tone-map in the Unity game engine.

The Display menu specifies which type of monitor (i.e., primaries and gamma) the RGB values are encoded for.

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.
Raw Shows the untransformed rendering space values. This is intended for diagnostic purposes.

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