Hello
Is it possible to bake a procedural shading network from Maya (setup using Arnold) to PBR maps?
I can work out how to bake the colour and normal but what I also really need is to bake the roughness map. I can see it is really easy to do in 3DS Max and Blender but I can't find it in Maya, am I overlooking something simple?
Any help would be appreciated as ideally my workflow wouldn't have to use another software to do this. I am open to a plug-in for Maya though if Maya can't natively do it (which would be pretty crazy if it can't in 2025 if other software can achieve it easily!)
I've come across the Arnold Render to Texture which can output AOVs - would this be the way to go? Currently still researching this.
Thanks in advance
Try ArmorPaint, it's very easy to use but you can also bake the roughness in Arnold or Maya transfer maps but the maximum resolution is 4k.Plug the roughness into difuse .
Just had a quick look but it looks like it’s a standalone software? I need to take already generated Arnold shading networks and bake out to PBR texture maps. Any idea if it could handle that? I’ve only had a quick look so maybe I missed that it can.
I’ll have another look at the transfer maps and I couldn’t see how to bake the roughness. Maybe I’m missing something simple. Unless I used the roughness map in the colour and baked out the colour to get the roughness..
You can also render out all at once with AOVs in Arnold, your normals, roughness , spec , diffuse, etc to a texture map or UDIMs so you can take it outside Maya.
How would you do that please? I know how to export AOVs for Compositing but not how to use them to export to the UV layout so I can use them as textures.
I don't have Arnold but after taking a quick look at the docs it seems very similar to Vray, take a read here , run some tests and share
your results with the community. Make sure to select your desired AOVs.
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