Someone asks me about the workflow for Maya Stingray PBS (PBR) material setup today, so I figure it a quick summary might help someone facing the same problem in future: - First of all, what Stingray PBS material want for their Textures Global are diffuse irradiance and specular maps. - What they are is Image-Based…
While I do see these options, I am not sure how it works: - I have an EXR file, which is what you could use for Substance and Unity. - Do I need to extract Diffuse and Specular DDS through Substance B2M? (honestly I never used it before) - Of course I tried applying EXR file in Maya and it does nothing, material still…