Standard preset shader graph for Stingray Physically Based Shaders

Note: Previously, in Maya 2016 and Maya 2016 Extension 1, the Preset Material drop-down list was named Parent Material, and the Parent Material attribute was named In Engine Material.

To avoid repeatedly creating identical shader graphs and slowing down your game, you can create and save a preset shader graph, then re-use this preset next time you create a new Stingray PBS.

A set of built-in presets are provided with Maya:

They are saved at:

Upon creation, the Stingray PBS node uses the built-in Standard preset. This is reflected In its Attribute Editor, where the Preset Material is set to presets/Standard.

The Standard preset accepts inputs for six different types of maps: emissive map, normal map, ambient occlusion, and so forth. See Create a ShaderFX shading network with a Stingray Physically Based Shader for more information.

You can switch to the Standard_Mask and Standard_Transparent presets using the Preset Material drop-down list. See Connect maps to a Stingray Phyiscally Based Shader for more information.

Your shader can continue to use this standard preset, as long as it does not change the shader graph. You can change any of the attributes in the Attribute Editor; however, if you click Open ShaderFX to open the ShaderFX editor window and add, delete or reconnect nodes, then you must create a Custom preset. See Create a custom preset.

Note:

For Maya 2016 and Maya 2016 Extension 1:

If you click Open ShaderFX to open the ShaderFX editor window, you see a network of ShaderFX nodes. This graph reflects what you see in the Attribute Editor; that is, the connections to the various maps and the values for attributes such as Roughness and Metallic.

As soon as you click any of the nodes in this network, a warning appears asking if you want to stop using the preset.

If you want to edit the current preset, click No.

If you want to stop using the preset and create a new shader graph instead, click Yes. As soon as you click Yes, the Parent Material drop down list in the Attribute Editor is set to Custom.

This message occurs whenever you try to change the graph of any preset, whether it be a custom preset, or the default one provided with Maya.

Note:

For Maya 2016 Extension 2:

If you click Open ShaderFX to open the ShaderFX editor window, you see a network of ShaderFX nodes. This graph reflects what you see in the Attribute Editor; that is, the connections to the various maps and the values for attributes such as Roughness and Metallic.

The graph is greyed out initially.

A message in the ShaderFX editor informs you that this graph is inherited from a preset; in this case, the built-in preset.

You can do either of the following:

  1. Edit the current preset.

    After you have completed editing your graph, you must select File > Export Graph and save the preset under its existing filename to replace the previous version.

  2. Create a new shader graph based on the preset graph.

    Click Make Unique in the ShaderFX Attribute Editor, and the Preset Material drop down list in the Attribute Editor is set to Custom.

  3. This message occurs whenever you try to change the graph of any preset, whether it be a custom preset, or the default one provided with Maya.

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