![]() A material that's used on a unique part might be named for that part. Name your materials appropriately by taking into account their use or type. Before you plug in your texture maps, you need to activate the relevant attributes. The Stingray PBR material allows you to select which attributes you can activate. The following images show where each texture type fits in to the PBR material. With your material assigned to your asset and named appropriately, you can now assign your various textures. When this type of material is visualized in the viewport, it's similar to what's visualized later in Azure Remote Rendering. The Stingray PBR Shader is compatible with many other applications and most closely matches the requirements of Azure Remote Rendering. It's analogous to Physical Material in 3D Studio Max. In most other respects, it's identical to the Maya Standard Surface Shader. The Arnold Standard Surface Shader can be exported with FBX files. The Maya Standard Surface Shader isn't yet exportable via the FBX 2020 plug-in. They include Maya Standard Surface, Arnold Standard Surface, and Stingray PBR. ![]() In Maya 2020, a number of different PBR shaders are available. This action assigns a PBR material to your model.
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