For exporting, set units to meters in the FBX export settings. Before you start to create assets, we recommend that you set your scene units in Maya to meters. As shown in the image, each of these objects was given its own appropriate name.Īzure Remote Rendering uses meters for measurement and the up direction is the Y-axis. Each object represents a different type of material. Here's how to set up a PBR material in Maya.Īs you'll see in the sample scene, we've created a number of box objects. It's a grayscale map that indicates which areas of a model receive full lighting (white) or full shade (black). Ambient Occlusion, which is used to add soft shading and contact shadows to a model.Examples of detail might be pitting and dents on a metal surface or grain in wood. Normal, which adds detail to a surface without having to add more polygons.Roughness, which determines how rough or smooth a surface is and affects the sharpness or blurriness of the reflections and highlights on a surface.Metalness, which determines if a material is metallic and which parts are metallic.Albedo, which is the materials color map and is also called Diffuse or BaseColor.Broadly speaking, each material contains all or most of the following textures: They're assigned different materials, such as wood, metal, painted metal, plastic, and rubber. The sample scene in this tutorial contains a number of polygon box objects. This tutorial is a guide to basic PBR shader setup and FBX export for Azure Remote Rendering projects. It's similar in many ways to PBR setup in other content-creation apps like 3DS Max. Export a scene to FBX format, and select important options.Ĭreating physically based rendering (PBR) materials in Maya is a relatively straightforward task.Handle instancing of objects and materials.Assign materials with advanced lighting to objects in the scene.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |