The default values should suffice for most users. If you feel IT is not interpreting the incoming image correctly you can override it using a long list of color profiles. This can be found in the main IT menu under View > Image Color Space > Automatic.
![renderman it rendering black and white renderman it rendering black and white](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/10ac6cc4-2fa3-4a65-bbdd-22d2e7608df0/d3e9dt2-77be3d46-a7c8-4344-a388-52d589be5e24.jpg)
This means you don't have to change anything if rendering to the framebuffer. This can be found in the main IT menu under View > Display View > sRGB. RenderMan defaults IT to a sRGB LUT, which is the best way to view images rendered with a linear workflow.Now that we have effectively modified the input images, we need to view them correctly. Thankfully, PxrTexture has a simple Linearize checkbox you can enable if you need to gamma correct your texture. Commonly, one stage in compositing is all about adjusting black and white. If you're using PxrTexture instead of Maya file nodes to read textures, you need to linearize textures manually. 3Delight possesses the ability of rendering data to an arbitrary number of so. Which translates into wrong colors, wrong light, but proper display. No INPUTS are color managed, therefore all the CALCULATIONS happen incorrectly, but the OUTPUT display is in sRGB. This is another common example of bad color management. Which translates into wrong colors, wrong light and wrong display. No INPUTS are color managed, therefore all the CALCULATIONS happen incorrectly and the OUTPUT display is linear.
![renderman it rendering black and white renderman it rendering black and white](https://live.staticflickr.com/8703/16726034430_a246f3699d.jpg)
This is the default in most applications including Maya. This is where the knowledge of a proper imaging workflow comes in to save the day.
#RENDERMAN IT RENDERING BLACK AND WHITE SOFTWARE#
In fact, the default gamma workflow for many 3D software is incorrect. This would be simple enough if every software would play by the same rules, but they don't. Pixar's IT viewer can compensate by showing the rendered image through a sRGB look up table (LUT), which is identical to what will be the final image after the sRGB gamma curve is applied in post. This black and white icon represents the alpha (or transparency) channel and displays. Because the resulting linear image in not suitable for viewing, but contains all the proper data. Other 3rd party renderers (like Renderman, Vray, Brazil, etc.).
![renderman it rendering black and white renderman it rendering black and white](https://pixar-community-production.s3.us-west-1.amazonaws.com/Tutorials/photorealistic_head/head-Fuzz-exposure-increased.jpg)
This is the same material model used in Pixar Animation Studios' feature animation. Because light works linearly and therefore only works properly when it lights linear values. Rendering surfaces in RenderMan relies on a layerable material (See Input Material below) called PxrSurface.