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Please support the New StandardSurface Shader in Maya2020

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  • Please support the New StandardSurface Shader in Maya2020

    We have some projects where it would be super usefull to have one shader for the game engine export and Rendering.

    https://autodesk.github.io/standard-surface/


    This is a native Maya Shader.
    https://help.autodesk.com/view/MAYAU...3-6E53C2B27826
    Last edited by oglu; 16-12-2019, 06:41 AM.
    https://linktr.ee/cg_oglu
    Ryzen 5950, Geforce 3060, 128GB ram

  • #2
    There's an OSL reference implementation for Arnold Standard Surface, you can try using it in our OSL material node. It's not complete from what I can see in the code.
    Last edited by Mihail.Djurev; 10-12-2019, 07:49 AM.
    V-Ray for Maya dev team lead

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    • #3
      Thanks for the hint Mihail. But in our case that wont help.
      https://linktr.ee/cg_oglu
      Ryzen 5950, Geforce 3060, 128GB ram

      Comment


      • #4
        I'm curious, after reading the specification, of what in particular you like of that ubershader.

        Lele
        Trouble Stirrer in RnD @ Chaos
        ----------------------
        emanuele.lecchi@chaos.com

        Disclaimer:
        The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

        Comment


        • #5
          That is does export into our game engine and render in Arnold. I dont care about which shader it is.
          https://linktr.ee/cg_oglu
          Ryzen 5950, Geforce 3060, 128GB ram

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          • #6
            Originally posted by oglu View Post
            That is does export into our game engine and render in Arnold. I dont care about which shader it is.
            Yes, i got that part.
            I was wondering at which features specifically.

            Lele
            Trouble Stirrer in RnD @ Chaos
            ----------------------
            emanuele.lecchi@chaos.com

            Disclaimer:
            The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

            Comment


            • #7
              We use only a minimal feature set. Diffuse, Metal, Rough, Normal, Emission and Opacity.
              Just standard Game PBR stuff.
              https://linktr.ee/cg_oglu
              Ryzen 5950, Geforce 3060, 128GB ram

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              • #8
                Right, so why not use the autodesk physical material?
                Is it not implemented in Maya too?

                Regardless, what's stopping you from translating any shader into any other on export?
                Particularly if you stick to PBR workflows, that should prove to be a breeze.

                Which is why i was asking for *very* specific details, like some essential feature being amiss from the VRay Material.

                Lele
                Trouble Stirrer in RnD @ Chaos
                ----------------------
                emanuele.lecchi@chaos.com

                Disclaimer:
                The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

                Comment


                • #9
                  You are correct there is no physical material in Maya.
                  We work with different departments and Outsource Studios and most of the dont use Vray.


                  https://linktr.ee/cg_oglu
                  Ryzen 5950, Geforce 3060, 128GB ram

                  Comment


                  • #10
                    You should keep better company then! (joking! ^^)

                    I still fail to see how implementing this shader would make the work less.
                    Meaning, you *still* need to export to an Arnold compatible format (.ass, whatever text-based bridge you may use, and so on), regardless of the starting shader in V-Ray.

                    "standardSurface.diffuseColor = vrayMtl.diffuse"
                    or
                    "standardSurface.diffuseColor = newADShader.diffuse"

                    are nigh the same effort, are they not?

                    I'm not being testy here, i'm truly trying to understand the request (so that perhaps i may help. ).

                    Lele
                    Trouble Stirrer in RnD @ Chaos
                    ----------------------
                    emanuele.lecchi@chaos.com

                    Disclaimer:
                    The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

                    Comment


                    • #11
                      Wen dont use ass files. We render straight Maya files.

                      We like to see the standardShader in the Viewport. (does work)
                      We like to render the standardShader with Arnold. (does work)
                      We like to export the standardShader into the Game. (does work)
                      We like to render the standardShader with Vray.

                      Without doing anything to it.
                      https://linktr.ee/cg_oglu
                      Ryzen 5950, Geforce 3060, 128GB ram

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                      • #12
                        Right, i see.
                        Lele
                        Trouble Stirrer in RnD @ Chaos
                        ----------------------
                        emanuele.lecchi@chaos.com

                        Disclaimer:
                        The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

                        Comment


                        • #13
                          Originally posted by oglu View Post
                          Wen dont use ass files. We render straight Maya files.

                          We like to see the standardShader in the Viewport. (does work)
                          We like to render the standardShader with Arnold. (does work)
                          We like to export the standardShader into the Game. (does work)
                          We like to render the standardShader with Vray.

                          Without doing anything to it.
                          Hi, what render engine is this? Does it have an Arnold Standard Surface implementation, or is it a generic PBR shader?
                          Also, could you describe in a bit more detail how you transfer materials from Arnold to the game engine?
                          V-Ray for Maya dev team lead

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                          • #14
                            The Game Engine does have a custom exporter. Its BabylonJS.
                            The attached image does show the featureset of the Shader.
                            https://github.com/BabylonJS/Exporters



                            The new StandardSurface shader will replace the lambert1 Shader in Maya.
                            https://help.autodesk.com/view/MAYAU...3-6E53C2B27826
                            Its the new Maya Shader. I asume it will export also with fbx in the future.
                            No need for Arnold to be installed.
                            Last edited by oglu; 16-12-2019, 06:41 AM.
                            https://linktr.ee/cg_oglu
                            Ryzen 5950, Geforce 3060, 128GB ram

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                            • #15
                              This is really really cool!
                              That is the lowpoly with normalmap. I just opened up the scene added two lights and hit render.

                              Thanks!
                              Last edited by oglu; 16-01-2020, 06:09 AM.
                              https://linktr.ee/cg_oglu
                              Ryzen 5950, Geforce 3060, 128GB ram

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