First I want to thank you guys creating the Bridge tool. It's really helpful.
Maybe you need to tweak a few things to give us correct results. :)
Keep up the good work.
This content is copied from my blog, you can check the original post here:
If you tried to use the Quixel Bridge to Maya export feature you probably recognized it’s not working correctly (a missing Displacement shader, a strange aiRange node to modulate the roughness – which is not doing anything by default, and a few other things).
A quick fix for those issues:
- Close Maya
- Open the MS_Importer.py script with a text editor (the path is something like this: ~\Megascans\Library\support\plugins\maya\4.0\MSLiveLink\)
- Find the Arnold section (def Arnold3_Setup(self): part) and replace the roughness and displacement code with this:
if "roughness" in maps_: #arn_rough_range = mc.shadingNode('aiRange', asShader=True, name=(self.ID + "_Rough_Range")) roughness_ = [item for item in self.tex_nodes if item == "roughness"] mc.connectAttr((roughness_+".outAlpha"), (arn_mat+".specularRoughness")) #mc.connectAttr((arn_rough_range+".outColor.outColorR"), (arn_mat+".specularRoughness")) mc.setAttr(roughness_+".alphaIsLuminance", 1) used_maps.append(roughness_) if "displacement" in maps_: arn_disp_shr = mc.shadingNode('displacementShader', asTexture=True, name=(self.ID + "_Displacement_shr")) displacement_ = [item for item in self.tex_nodes if item == "displacement"] mc.connectAttr((displacement_+".outAlpha"), (arn_disp_shr+".displacement")) mc.connectAttr((arn_disp_shr+".displacement"), (arn_sg+".displacementShader")) mc.setAttr(arn_disp_shr + ".aiDisplacementAutoBump", 0) mc.setAttr(displacement_+".alphaIsLuminance", 1) mc.setAttr(displacement_+".alphaOffset", -0.5) used_maps.append(displacement_)
- Make sure the “tabs” are actually spaces! The indentation is crucial in python.
- Start Maya, start the listener, use the Exporter in Bridge.
Now you’ll get correct displacement and shader connections.
Be aware, some displacement texture intensity is not necessarily in the correct value range and the middle value (the “non displacing” value) is off. You might have to change the displacement scale (displacement shader) and the alpha offset (file node) values to get correct results.
For example (check the displacement scale and alpha offset values):
Sometimes the displacement texture is not “Maya friendly”, always check the exr files in an image editor.
Also I did not fixed the unnecessary file node generation problem (so you’ll get “Gloss” and Specular map file nodes as well.) You can easily fix those if you just delete the redundant file types at line 60 and 61.
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