Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

This guide shows how to set up the Standard Surface shader with textures within the MaterialX Stack in Maya 2025.

...

Section
Column
width45%

In Maya 2025, go to the LookDevX Graph Editor and select the MaterialX graph.

Create a Standard Surface shader and dive into the container.

Column
width5%


Column
width50%

...

Section
Column
width45%

To set the Base Color, a tiledimage node is used to load a diffuse texture.

Connect a texcoord node to the texcoord input of the tiledimage node.

Make sure you use the correct Node typeType. For the texcoord node in this scene, the Node type Type is set to vector2, since it coordinates a 2D image.

The tiledimage Node type Type is set to color3, which stands for RGB.

Column
width5%


Column
width50%

...

Section
Column
width45%

Let's create Roughness control with a new map.

For ease of use, copy the tiledimage and texcoord nodes.

Set the new tiledimage's Node type Type to float. Connect it the output of the tiledimage node to the specular_roughness input of the standard_surface node. Load the Roughness map using the File field.

Column
width5%


Column
width50%

...

Section
Column
width45%

To create a bump effect, let's set up a Normal map.

Copy once again the texcoord and the tiledimage nodes. Load the normal map of your choice using the tiledimage node.

Create a normalmap node.

Connect the nodes and set the Node type Type of the tiledimage node to vector3. The vector3 Node type Type is used for reading normal maps.

If there is a discrepancy between the in and out node types, the LookdevX Graph Editor pushes a warning.

Column
width5%


Column
width50%

...

Section
Column
width45%

Finally, connect a new tangent node to the tangent input of the normalmap. Set the normalmap Space to tangent.  

Set the tangent node's Space to world. This is the default surface tangent vector. 

Column
width5%