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Substance Painter: Exporting Textures for Maya & Renderman

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Jan 11, 2025
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Open Export Textures: Go to File → Export Textures. Set Output Template: If there isn’t a preset for Renderman, create a Custom Export Preset: In the Config dropdown, click the gear icon to create a new preset. Add Texture Outputs for PxrSurface: For PxrSurface, set the following outputs: Diffuse Color: Output Base Color. Set as a RGB map. Specular Face Color: Output Metallic or a Specular Map (if created as a custom layer). Set as a RGB map. Specular Roughness: Output Roughness. Set as a Grayscale map. Normals: Output Normal Map. Choose DirectX or OpenGL based on your project requirements. Displacement: Output the Height Map or use baked displacement. Set as a Grayscale map. Step 3: Define the Export Configuration Here’s an example of how to configure the export template for each PxrSurface channel: Diffuse Color: Input: Base Color Output Template Name: PxrSurface_DiffuseColor File Type: PNG or EXR (16-bit for smoother gradients) Specular Face Color: Input: Metallic or custom specular input. Output Template Name: PxrSurface_SpecularFaceColor File Type: PNG or EXR Specular Roughness: Input: Roughness Output Template Name: PxrSurface_SpecularRoughness File Type: PNG or EXR Normals: Input: Normal Map Output Template Name: PxrSurface_Normals File Type: PNG or EXR Format: Choose DirectX or OpenGL based on your project. Displacement: Input: Height Map Output Template Name: PxrSurface_Displacement File Type: EXR (preferred for displacement accuracy) Step 4: Export the Textures Select Output Directory: Choose a folder to save the textures. Set Output Size: Choose the resolution (e.g., 2K, 4K). Export: Click Export to generate the textures. Step 5: Import Textures into Maya for PxrSurface Assign a PxrSurface Shader: In Maya, assign a PxrSurface shader to your model. Connect Textures: Open the Hypershade and connect the exported textures to the appropriate inputs: Diffuse Color → Connect to Diffuse Color. Specular Face Color → Connect to Specular Face Color. Specular Roughness → Connect to Specular Roughness. Normals → Use a PxrNormalMap node and connect it to Bump Normal. Displacement → Use a PxrDisplacement node and connect it to the Displacement Shader. Adjust Texture Parameters: Set color space: sRGB for Diffuse Color. Raw for other textures (Specular, Roughness, Normal, Displacement). Test the Shader: Apply test renders to verify the texture connections. Step 6: Render and Refine Set Up Lighting: Add HDRI lighting or physical area lights. Render Test: Use Renderman's IPR to refine the shader settings and ensure textures render correctly.

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Substance Painter: Exporting Textures for Maya & Renderman | NatokHD