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<p class="MsoNormal">All, <o:p></o:p></p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">I just thought I send out an update on the RawKee Python X3D exporter for Maya. No pictures or code examples this time though.<o:p></o:p></p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">Last night I wrote a good chunk of the code necessary for exporting PBR textures/materials from Maya to X3D using the PhysicalMaterial node. I expect that RawKee export will support the following Maya material types:<o:p></o:p></p>
<p class="MsoNormal">As X3D “Material” nodes:<o:p></o:p></p>
<p class="MsoNormal">- phong, phongE, blinn, and lambert - (Maya basic material)<o:p></o:p></p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">As X3D “PhysicalMaterial” nodes:<o:p></o:p></p>
<p class="MsoNormal">- standardSurface (Maya basic material with support for PBR textures generated by Adobe Substance 3D Painter)<o:p></o:p></p>
<p class="MsoNormal">- aiStandardSurface (Maya Arnold renderer material with support for PBR textures generated by Adobe Substance 3D Painter)<o:p></o:p></p>
<p class="MsoNormal">- usdPreviewSurface (Maya USD plugin material with support for PBR textures)<o:p></o:p></p>
<p class="MsoNormal">- StingrayPBS (Maya Shaderfx plugin material with support for PBR textures)<o:p></o:p></p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">These are material types that lend themselves well for export to the PhysicalMaterial node, and for which I have found PBR texturing tutorials online that are easily understood by Maya users. This will enable Maya users to incorporate these
PBR texturing practices into their workflows, if they are not already doing so.<o:p></o:p></p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">This doesn’t rule out support for additional Maya material types in the future, including custom Shaderfx GSLS shaders. But for now, I think that’s a good starter pack for exporting high quality models/materials from Maya.<o:p></o:p></p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">I’m hoping that RawKee Python will start generating X3D Shape nodes that utilize IndexedFaceSet/PhysicalMaterial nodes sometime within the next two weeks.<o:p></o:p></p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">Aaron<o:p></o:p></p>
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