Send materials to Stingray

With the Stingray DCC Link plug-in installed, you can export Stingray Physically Based Shaders (PBS) directly to a Stingray project folder. When you send your material to Stingray, the look of the shader and the graph remains the same, including all of the input connections and nodes.

To export a Stingray PBS material to your Stingray project

  1. Open the Stingray Editor and load the project where you plan to use materials from Maya.
  2. Create a new StingrayPBS shader. See Create a Stingray Physically Based Shader.
  3. In the Attribute Editor, enter a path and name for the material in the Engine Resource Attribute.

    For example, if you want the material, named myStingrayPBS, to be stored in the materials folder of the currently opened Stingray project, enter content/materials/myStingrayPBS in the Engine Resource attribute.

    Note: The name you enter in Maya is also used as the material name in Stingray. For example, if you enter myStingrayPBS in the Engine Resource attribute, the material is called myStingrayPBS.material in Stingray.
  4. In the Hypershade window (Windows > Rendering Editors > Hypershade), select the StingrayPBS material.
  5. In the main menu, select File > Send to Stingray > Selection.

    The material is sent to Stingray and appears in the Asset Browser. The shader graph appears exactly as it does in Maya.

  6. In Stingray, edit material attributes using the Property Editor or click Make Unique to edit the graph in the Shader Graph Editor.

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