Export a Stingray Physically Based Shader

You can import and export Stingray Physically Based Shaders (PBS) using FBX in Maya 2016, Maya LT 2016, and 3ds Max 2016. The look of the shader and the imported graph is the same, including all the input connections and nodes.

Note: If the shader uses a custom preset, the preset shader graph is also exported. (See Create a custom preset for Stingray PBS shader.)

To export an object and its shader

  1. Select the object, then select File > Export Selection.
  2. Select FBX export from the Files of type drop-down list and enter a name for your file and export your object.

Tip: With the Stingray DCC link plug-in installed, you can also export objects directly to your Stingray project using File > Send to Stingray.

Enter a name for your material in the Engine Resource attribute in the StingrayPBS Attribute Editor, and this name will be used as the material name in Stingray. For example, if you enter myStingrayPBS in Engine Resource, then select File > Send to Stingray, this material is called myStingrayPBS.material in Stingray.

See Send assets to Stingray for details.

If you import the shader into Stingray, the shader graph appears exactly as it does in Maya (with the same connections and nodes). You can edit material attributes using the Stingray Property Editor, or click Make Unique to edit the graph in the Shader Graph Editor.

To export only a custom preset shader graph

  1. In the ShaderFX editor, select File > Export Graph.
  2. Depending on where you want to save and use the shader, select either Stingray (*.material) or .sfx (for other DCCs) in the Files of type drop-down list.
  3. Save the file to the desired project directory (where you plan to import the shader later).

    You can now load this shader directly in Stingray, Maya, Maya LT, or 3ds Max 2016.

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