Texture Assignment in Maya
Table of Contents
Summary
This document details the workflow of texturing assignment in Maya with SYNK, highlighting essential steps to properly link textures to meshes. At the end of the process we generate a file that links our textures and materials to the correct shapes across different softwares.
Starting the task
Ftrack
In order to start working on the texture assignment of your asset, you will first need to:
Make sure you’re logged in to Ftrack connect, which is a standalone app.
Travel to the texturing or texture assignment task of the asset you want to work on.
Launch the SYNK Maya action.
A version of Maya which includes the SYNK Pipeline will now launch automatically.
Maya
Once Maya opens, you will be greeted by a window that will allow you to select which version of the file you want to work with.
Open the version you want to work with or create a new version and start assigning textures.
Shader Setup
Texture Assignment is basically the same work as shading in Maya through the Hypershade.
Shader Setup
Any shader where the textures don’t use UDIMs you can use texture nodes that have the UV Tiling Mode set to “Off”.
Windows > Rendering Editors > Hypershade
Create > Arnold Shader Surface > aiStandardSurface
Rename the nodes of the shader. Check Texture Assignment in Maya for more details.
Assign the textures to the shader. They can be found here: ProjectName\6_vfx\601_library\AssetType\AssetName\AssetVariant\workspaces\tex\subpaint\publish
BaseColor > Base Color
MaskMap > (R) to Metalness. (Alpha) to Specular Roughness
Normal > Normal Camera
SSS > (R) to Subsurface
Thickness > Subsurface Radius
Transmission > Subsurface Color
LayerMask > Any unused shader inputs
Hair Cards Groom Shader Setup
Any shader where the textures don’t use UDIM naming conventions or for Groom shaders you can use texture nodes that have the UV Tiling Mode set to “Off”
Windows > Rendering Editors > Hypershade
Create > Arnold Shader Surface > aiStandardSurface
Rename the nodes of the shader. Check Texture Assignment in Maya | Shader Naming Convention for more details.
Assign the textures to the shader. They can be found here: ProjectName\6_vfx\601_library\AssetType\AssetName\AssetVariant\workspaces\tex\subpaint\publish
BaseColor > Base Color
Normal > Normal Camera
Opacity > Opacity
AO > Specular Color
UDIM Shader Setup
When using the mari UDIM workflow only one shader is required. If this isn’t selected then you’ll have to create a shader for each texture sets that you have.
Windows > Rendering Editors > Hypershade
Create > Arnold Shader Surface > aiStandardSurface
Rename the nodes of the shader. Check Texture Assignment in Maya for more details
Assign the textures to the shader. They can be found here: ProjectName\6_vfx\601_library\AssetType\AssetName\AssetVariant\workspaces\tex\subpaint\publish
BaseColor > Base Color
MaskMap > (R) to Metalness. (Alpha) to Specular Roughness
Normal > Normal Camera
SSS > (R) to Subsurface
Thickness > Subsurface Radius
Transmission > Subsurface Color
click to enlarge
Assign the shader to meshes.
Shader Naming Convention
Basic Shader Naming
arnoldShader: SH_mats_(MaterialName)_tex_v(Version)_(ID)
shadingEngine: SE_mats_(MaterialName)_tex_v(Version)_(ID)