Verge3D for Maya supports the following types of materials:
- Based on Arnold's aiStandardSurface shaders
- StandardSurface (Maya 2020 only)
- Approximated Lambert, Phong, Blinn, StingrayPBS
Arnold aiStandardSurface shaders
This shader comes with Arnold for Maya (MtoA) and can represent many real-world materials (such as metals, plastics, glass, wood etc) by using physically-based shading model.
The following aiStandardSurface settings are supported in Verge3D:
- Weight or Base (Hypershade)
- Color or Base Color (Hypershade)
- Roughness or Specular Roughness (Hypershade)
- Weight or Emission (Hypershade)
- Color or Emission Color (Hypershade)
- Bump Mapping or Normal Camera (Hypershade)
- Alpha Mode
- Two Sided
- Depth Write
- Depth Test
Follow these steps to configure standard PBR shader which has 3 maps: Base Color, ORM (Occlusion, Rougness, Metalness) and Normal Map:
- Create a file node with Base Color texture. Make sure that the Color Space setting of this node is set to sRGB.
- Connect Out Color output of this texture to Base Color input of aiStandardSurface node..
- Create a file node with ORM texture. This texture should contain 3 chennels with AO, Roughness and Metalness information. Make sure that the Color Space setting of this node is set to Raw.
- Connect R channel of the ORM texture to Base and Specular inputs of the aiStandardSurface node to simulate the ambient occlusion effect.
- Connect G channel of the ORM texture to Specular Roughness input of the aiStandardSurface node.
- Connect B channel of the ORM texture to Metalness input of the aiStandardSurface node.
- 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 bump2d node is set to Tangent Space Normals.
- Connect file to bump2d node and bump2d node to Normal Camera input of the aiStandardSurface node.
This is how the material look like in Hypershade editor:
Standard Surface shader was introducted in Maya 2020. It's based on and very similar to aiStandardSurface.
Since it's better supported in Maya Viewport 2.0 and does not require Arnold plug-in to be installed, we recommend it for use in Maya 2020+.
Lambert, Phong, Blinn, StingrayPBS
These materials will be approximated by PBR shading model during export to Verge3D. Since they are not consistent with Verge3D renderer and have limited functionality, we don't recommend using them in production.
Feel free to ask on the forums!