glTF Materials (glTF 2.0-compliant PBR) / Maya

Verge3D for Maya supports glTF 2.0-compliant PBR materials on top of the aiStanadardSurface (Standard Surface in Maya 2020+) shader.

Setup glTF Material

Assign the aiStandardSufrace shader node to your material and enable the glTF 2.0 Compatible checker located on the Verge3D panel.

The following aiStandardSurface settings are supported in Verge3D:

Base Panel

Specular Panel

Emission Panel

Geometry Panel

In addition, when dealing with Ambient Occlusion, you might also want to use Weight value from the Specular panel to make you Maya viewport look consistent with Verge3D rendering.

Creating PBR material for general use

Follow these steps to configure standard PBR shader which has 3 maps: Base Color, ORM (Occlusion, Roughness, Metalness) and Normal Map:

  1. Assign aiStandardSurface to your model.
  2. Open the Hypershade editor, find and select this material in the Browser panel.
  3. Create a file node with Base Color texture. Make sure that the Color Space setting of this node is set to sRGB.
  4. Connect Out Color output of this texture to Base Color input of aiStandardSurface node.
  5. Create a file node with ORM texture. This texture should contain 3 channels with AO (red), Roughness (green) and Metalness (blue) info. Make sure that the Color Space setting of this node is set to Raw.
  6. Connect R channel of the ORM texture to Base and Specular inputs of the aiStandardSurface node to simulate the ambient occlusion effect.
  7. Connect G channel of the ORM texture to Specular Roughness input of the aiStandardSurface node.
  8. Connect B channel of the ORM texture to Metalness input of the aiStandardSurface node.
  9. Create file and bump2d nodes with Normal Map texture. Make sure that the Color Space setting of the file node is set to Raw and the Use as setting of the bump node is set to Tangent Space Normals.
  10. Connect file to bump2d node and bump2d node to Normal Camera input of the aiStandardSurface node.

This is how the material should look in the Hypershade editor:

Exporting Textures from Substance Painter

The models and the baked normal and occlusion maps (if any) can be loaded in Substance Painter via OBJ format.

Overall 3 maps are produced in this software in the end: base color/transparency, occlusion/roughness/metallic and normal.

Got Questions?

Feel free to ask on the forums!