(This is probably not a Substance issue, but a Maya issue, so I posting them here.) Here I have a simple material in Substance Painter, it looks like this: I export textures using following settings: Now I am back to Maya, I have the same mesh with a Stingray PBS (Physically Based Shader) material, which appear to be the…
After some exchange with Autodesk team (with helps from Paul Kind) I can confirm Maya 2017 doesn't support grayscale roughness map, it needs a RGB map. Kinda weird as it works fine with a grayscale metallic map. Anyway, it's actually a bit easier to work in the RMA workflow (where you bake Roughness, Metallic and AO into…
@eCstatic Best to open a separate thread in tech talk with your shaderfx graph and most importantly open the property panel showing settings for your BaseColor/Normal/RMA texture node. If the textures are ok (and if you haven't checked, you should), then you likely messed up a setting.
@bitinn Im having problems recreating your PBR shader. The roughness map always renders blocky and has gernerally weird behavior. This happens with and without packed maps, all my maps are set to linear. I have no idea whats causing this issue.
I tried to recreate your shader in Max but I'm not able to load my maps because the Path button is greyed out for some reason. Any tips on how to solve this? Also how did you select which color channel to plug in? Edit: I figured out how to use the swizzle and how to pay attention to the material loadout more :)
Looks good matey, have you shared the ShaderFX file anywhere? I tried to recreate your graph from the picture but none of the available nodes in ShaderFX give me the texcoord with the RG outputs you have on the left? Ta!
I am sorry to bump this thread, but I am basically see a situation where Maya decides it doesn't want to apply the roughness map I give her. ShaderFX nodes, Material graph, and Material settings looks right to me. But roughness just isn't applied, Maya renders my texture with a glossy map (which appears to be a flat 0…