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
- Do any of the following:
- Select your object, then click
on the Shading shelf.
A Stingray Physically Based Shader is created and assigned to the object.
- 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.)
- Select your object, then click
You can then do the following:
- Connect input texture maps to your shader.
By default, the Stingray PBS node accepts inputs for maps such as Color, Emissive and Metallic. If you only need to connect texture maps to your shader node, see Connect maps to a Stingray Physically Based Shader.
- Build your shader network in the
ShaderFX editor window, using
ShaderFX nodes.
If you want to customize the shader graph for your StingrayPBS node, you can build this graph using the ShaderFX editor window and the available ShaderFX nodes. See Build a Stingray Physically Based Shader using the ShaderFX editor.
For reference information on Stingray ShaderFX node attributes, see Stingray Shader Node Reference.
- Create a shading network in the Hypershade by connecting the Stingray PBS node with other Maya Creative render nodes.