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pxrDisney.md

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Substance to Maya

version 0.1

Renderman PxrDisney example

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1 - A scene is opened

open scene

2 - With existing materials

existing materials

3 - I launch the tool

install_path

4 - I use the predefined texture folder (project/sourceImages) in my case, use Get to use another one

install_path

Here's the content of my folder

install_path

5 - I enter the textureSet and the map of one of my textures in the Naming Convention part

install_path

6 - I choose my render engine

install_path

7 - I choose to create new materials if there's no existing one

install_path

8 - I click on launch to search for the textures.

install_path

You can now see the list of the found maps, for each map you can specify in which PxrDisney parameter you want to plug it. See that a Sheen, Coat and Emission have been found, let ---- Choose so they will not be used, or choose another parameter. For more usual maps, the parameters are already set (but you can change them if you want)

install_path

9 - I set the options (all in this case, so I will use height in bump and displace, add a colorCorrect after each file node and add subdivisions to the models)

install_path

10 - I click on proceed to launch the procedure

install_path

11 - Here is the result, textures are applied

If you've not added colorCorrect nodes here the result

install_path

Else, Maya's viewport can't handle pxrColorCorrect nodes so the result is black in the viewport

install_path

12 - In the Hypershade I can see all the new nodes

install_path

13 - A material in details, with the colorCorrects, the connection for bump and normalMap, the displacement

install_path

14 - A created material, Lambert1 was defined as a name in my textureSets (see the texture folder content), because Lambert1 doesn't exist a new material Lambert1_shd has been created

install_path

15 - The models with already existing materials now have the subdivisions specified in the options

install_path

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