Create a Stingray Physically Based Shader

You can create and assign a physically based shader that respects the laws of physics and energy conservation. The Stingray PBS (physically based shader) node lets you balance diffusion/reflection and microsurface detail/reflectivity using roughness, normal, and metallic maps.

To create a Stingray Physically Based Shader

  1. Do any of the following:
    • Right-click an object and select Assign New Material, then select Stingray PBS from the Assign New Material window.
    • Open the Hypershade window, then select Stingray PBS from the Maya category, Surface subcategory.

      (To assign the Stingray PBS to an object, you can middle-drag the material from the Hypershade to the object in your scene, just as you would any other Maya shader.)

Note: A Stingray specific color management view transform is available so that you can preview the colors as they would be displayed in the Stingray game engine. Enable color management in the Preferences window, Color Management category, then select Stingray tone-map from the view transform control drop-down list in Viewport 2.0. See Preview Stingray shader in Viewport 2.0 with color management.

You can then do the following:

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