Converting Maya StingRay Materials to glTF and USDZ

Interested in Converting your 3D Content to glTF and USDZ?

Maya's StingRay Material is well suited to glTF and USDZ as the material components directly map to glTF and USDZ components.

Point105-AR is a 3D content management system for Augmented Reality and Virtual Reality. This guide shows how to configure your 3D content with AutoDesk's Maya to convert the 3D models to glTF and USDZ.

Read more about why glTF and USDZ are Superformats for AR and VR here.

A few advantages of this process for generating glTF and USDZ:

  1. Single FBX file
    Following this process allows you to export a single FBX with all assets and information required to create glTF and USDZ files. This avoids the need for multiple files, thus keeping the User Interface really simple and efficient.
  2. Support for PBR Materials
    PBR is a key ability with glTF and USDZ specifications. We directly configure PBR materials from Maya's StingRay material to the outputs.
  3. Automatic ORM map generation for glTF
    glTF requires a single texture for metalness and roughness maps, and optionally uses the same texture for Ambient Occlusion as well. This is referred to as the ORM texture: red channel for Occlusion, green channel for Roughness and blue channel for Metalness. Our service automatically combines separate textures into a single ORM texture.
  4. Automatic grayscale maps generation for USDZ
    USDZ requires metalness, roughness, occlusion textures as grayscale textures. Here as well, we automatically convert textures to grayscale for you.
  5. glTF: .gltf and .glb
    For glTF, we generates both the JSON format (.gltf) as well as the binary format (.glb).

Pre-requisites

This configuration guide assumes that you have already created your 3D models, UV mapped the meshes and generated all textures such as diffuse/albedo, normal, ambient occlusion, metallic and roughness maps.

You can configure Color, Normal, Ao, Emissive, Metallic, Roughness directly using StingRay material editor.

* Note: These images, based on Maya user interface and the configuration details, are property of AutoDesk and we use them for illustrative purposes only.

stingray material editor
stingray material editor maps

We support the following maps and factors:

  1. Base Color and Color Map
  2. Metallic Value and Metallic Map
  3. Roughness Value and Roughness Map
  4. Emissive Color and Emissive Map
  5. Ao Map

Make sure to check the "Use ... Map" boxes to enable particular maps.

 

Export FBX file

Please go ahead and export the model as a binary FBX with Embed Media or Embed Textures option.

 

Upload to Point105-AR

Finally, open Point105-AR service on your browser (we support Safari and Chrome). Select Add New option on your dashboard, select the FBX file you exported, and click on Submit New Model. This uploads the model to our servers and starts the export process. Please check back in some time (usually a few minutes to 10 minutes). Your converted outputs, .glb, .gltf and .usdz, will be available for download.

Support

If you have any trouble with conversions, please do not hesitate to contact us on email, info@point105ar.com. We will get back to you as soon as we can in order to help you with your conversions.