Author Topic: Substance Plugin in Maya - diffuse staying black  (Read 642 times)

Hello,

Since hours I am testing the substance plugin with a .sbsar file for a simple shader without metal.
I followed the tutorial and imported the substance_vray.ma file.
I have the latest plugin for maya2017.

BUT: Unfortunatley the diffuse, when connected to the vray-shader (or even a surface shader) turns out just as black.

When I export the maps from the plugin manually, I get the right preview for the diffuse.
Also the swatches show it right.
But as soon as I connect the diffuse output, my test sphere becomes black.
I also tried on a surface shader to just have a look at the diffuse, but it stays black :P

Any ideas for that?

Thanks

Hi Alexx,

Can you attach the substance you are working with? I can take a look at the issue.

Cheers,
Wes
Integrations Product Manager / Training
wes.mcdermott@allegorithmic.com
Twitter: The3DNinja

Dear Wes,

it would be great, to get a feedback:

You can find temporarily the file here under this link, I also have put in the Maya file, where you can see in the Hypershade the Tabs with my connected nodes:
https://www.dropbox.com/sh/o7lgosaijmy5icl/AABCwTZkoxb7h6qe0Ru0ZICYa?dl=0

At least I am thinking, that all really must be automated in future. It is a tedious work and a horrible node network, especially if it is after all that work not working ;)
I think the same with exported maps from SP. It is of course possible to do it manually, but it can't be impossible for a company like yours to write a script, that connects them all by default correctly with a new vray material.

Many thanks & cheers,
Alexx

Dear Wes,

it would be great, to get a feedback:

You can find temporarily the file here under this link, I also have put in the Maya file, where you can see in the Hypershade the Tabs with my connected nodes:
https://www.dropbox.com/sh/o7lgosaijmy5icl/AABCwTZkoxb7h6qe0Ru0ZICYa?dl=0

At least I am thinking, that all really must be automated in future. It is a tedious work and a horrible node network, especially if it is after all that work not working ;)
I think the same with exported maps from SP. It is of course possible to do it manually, but it can't be impossible for a company like yours to write a script, that connects them all by default correctly with a new vray material.

Many thanks & cheers,
Alexx

HI Alexx,

We are definitely going to be automating this process. With the new 3ds max plugin, you have a menu to choose between various renderers such as Vray and it's a one click to build the material and hook up all the textures. We will be doing this with Maya as well. It's definitely a pain currently. You can get an idea of what we will be doing in Maya here at the 3ds max docs. This shows how you will be able to use a Substance menu to simple choose a preset renderer. https://support.allegorithmic.com/documentation/display/integrations/3ds+Max. We have a lot of work on Maya scheduled for this year. It needs to get a full v2 update as we did with max.

I checked the Mx_Porcelain.sbsar file and it only contains the base color, normal and roughness outputs. Is this a custom substance that you created? I was able to get this work work using the substance_vray.ma file shown here. https://support.allegorithmic.com/documentation/display/integrations/Vray+for+Maya. I think this is what you did as well. In my test scene the texture are not appearing black. I've attached a zip of the scene. However, the substance file itself is not included in the zip. That is another item we need to address.

https://www.dropbox.com/s/106xm0585hbsnal/substance_vray.zip?dl=0

Cheers,
Wes
Integrations Product Manager / Training
wes.mcdermott@allegorithmic.com
Twitter: The3DNinja

Hi Wes, many thanks. It was just a "test", to find out how I can work generally with Substance and Maya...
I'm excited about your announcements for Maya :)
Best, Alex

Hi Wes,
I had a look at the 3dsmax plugin, it looks promising.
But: Do you plan also an functionality, to connect exported maps from Substance Painter?
E.g. when a source folder is referenced, that these maps were in the same way properly connected to a vray shader?
Cheers,
Alexx