Currently our animators’ Maya assets have Phong Shaders, and do no look like the game engine much. We’d like to get closer to that.
Our game uses typical PBR textures - albedo, specular, smoothness, normal, ambient occlusion, subsurfacescatter.
I’m wondering what the best method to repro this in Maya is.
I’d prefer a solution that ‘plays nice’ with scripting and looks close enough
Than one that is exact but tedious/frustrating to work with
Things I have used so far:
Stingray PBR shader nodes (easy to script , close enough)
DX11 shaders (looks more exact but tedious and frustrating to deal with)
I’ve been told that Arnold supports PBR shading too, but I have messed with it.
What have you used to approximate game shaders in Maya?