Maya LT 2018: UV Editor texture preview default to BRDF LUT texture

Anonymous

Maya LT 2018: UV Editor texture preview default to BRDF LUT texture

Anonymous
Not applicable

Hi,

 

So I am facing an issue I think is either a bug or my lack of understanding of UV Editor.

 

When using a simple custom material (based on Stingray PBS), my UV Editor always defaults to BRDF LUT texture (probably because it's the first item in PBS material). But I can't seem to find a way to tell UV Editor to use BaseColor texture as default texture.

 

I can change it to BaseColor texture in the dropdown menu, but it will be reset on object selection. This is a huge problem when I need to move UV shells to match tileable textures.

 

Some screenshots for reference (the purple color you are seeing in uv editor window is the brdf lookup texture, it's only used for PBS material as a part of the environment maps, showing it in UV editor doesn't make much sense):

 

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sean.heasley
Alumni
Alumni

Hi @Anonymous

 

 

It looks like this may be specifically an issue with Stingray PBS.

 

I did a quick test and just used a lambert shader with a few textures plugged in and I was able to change across textures and objects with no issues.

 

I'm going to do some more testing and see if there is a workaround for this issue.

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Anonymous
Not applicable

Thx Sean, we are aware of it.

 

It would be great if Autodesk actually fixes problems in Stingray PBS, it's the de-facto PBR solution in Maya yet considerably more broken than other simpler materials 🙂

 

 

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sean.heasley
Alumni
Alumni
Accepted solution

Hi @Anonymous

 

While I'm not glad to see this is a confirmed issue it does help because now I have more information and sources to provide to our dev team.

 

I went ahead and logged this with them to work on a fix for a future update Smiley Happy!

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Mike_Isaakidis
Advocate
Advocate

We are using Maya 2017 at work, will there will be a fix for that version? 

 

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Mike_Isaakidis
Advocate
Advocate

This issue is still persistent in Maya 2020.2

Any solutions yet?
Is there any alternative to this?
Should I switch to Substance plugin instead of a StingrayPBS shader? 

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