Rendering with RenderMan/Assigning Substance Painter textures to a Pixar Material in Maya.
- shakobregon
- Apr 21, 2019
- 3 min read
Beginning of my Portfolio 4 class I started experimenting with different Renderman renders, materials and environment set up. I had to re texture a space ship I had gotten to be a part of my project. Lets say that the ship wasn’t the best modeled, the topology was pretty insane so I had to deal with that the best I could since I didn’t had enough time to work on the retopology then textures then render and finally get to the main portion of the project which was compositing. That wouldn’t have been possible to do in the amount of time I had, I wouldn’t had been able to get it done by the deadline.
I ran through multiple issues with the render, the time was obviously a couple of hours which was frustrating because at the end of the render for some reason the textures wouldn’t show as they should. So my process of creating the texture maps on substance painter and then bringing it to Maya to create a connection on the Hypershade to a Pixar material through 2D File nodes.
Being a newbie using Renderman I didn’t really know how to fix certain issues on the render but with help from different professors a lot of online research I was able to assign and re assign different shaders in Renderman.

Above is the first tryout of the textures created for the ship. Let’s consider the fact that this are the textures which the ship came with when I got it. Obviously the textures don’t look at all appealing or in my case they wouldn’t work at all for what I needed the ship for. I needed textures that looked as realistic as possible for better integration once I started my composition.

This is the second try of the textures we can see that the textures are looking much more appealing to the eye but they are not quite there yet. Like we can see there are some surface which aren’t acquiring the textures, reason being is that the normals are inverted.

Here we have my final attempt to create better textures that work the way the should once using Renderman. But there are still some issues with the render you can appreciate the issue in the leg part of the ship it seems like there could be two issues either the normals are inverted or there is overlapping geometry which is making the piece not read the materials at render time.

Here we have a clear example of how assigning textures created in Substance Pinter to a Pixar Material work. First step will be assigning a Pixar material to the wished surface, then we will go to the 2D textures folder and pick a file node which we are gonna use to read in the Diffuse Map which will be attached from the out color to the Diffuse Color in the Pixar Material node. Then we will create another file node and read in the Specular Map which will be attached from the out color to the Specular Face Color and Specular Edge color on the Pixar Material node. Then we will create another file node and read in the Roughness Map which in this case will be attached from the out Alpha to the Specular Roughness in the Pixar Material Node and lastly we will create Pixar Normal Map node and read in the Normal Map which will be attached from the Result N to the Bump Normal in the Pixar Material Node.Here we have a clear example of how assigning textures created in Substance Pinter to a Pixar Material work. First step will be assigning a Pixar material to the wished surface, then we will go to the 2D textures folder and pick a file node which we are gonna use to read in the Diffuse Map which will be attached from the out color to the Diffuse Color in the Pixar Material node. Then we will create another file node and read in the Specular Map which will be attached from the out color to the Specular Face Color and Specular Edge color on the Pixar Material node. Then we will create another file node and read in the Roughness Map which in this case will be attached from the out Alpha to the Specular Roughness in the Pixar Material Node and lastly we will create Pixar Normal Map node and read in the Normal Map which will be attached from the Result N to the Bump Normal in the Pixar Material Node.

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