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
- Open the Stingray Editor and load the project where you plan to use materials from
Maya.
- Create a new StingrayPBS shader. See
Create a Stingray Physically Based Shader.
- 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.
- In the
Hypershade window (Windows > Rendering Editors > Hypershade), select the StingrayPBS material.
- 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.
- In Stingray, edit material attributes using the
Property Editor or click
Make Unique to edit the graph in the
Shader Graph Editor.