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Roy Nieterau edited this page Feb 6, 2015 · 4 revisions

Look development is the designing of textures and shading for an object. To decouple the 'strict' link between an object's name and the assignment of shader we will use object IDs to define what mesh/shape of an asset should get assigned in later stages.

  • Shaders specifically designed textures should transfer from dev to asset upon publish (extraction). This means that the textures created in the work folder that are used within Maya as textured should be transferred to the asset folder (get published for wherever they are used; this also means repathing file nodes to the asset path)

  • Certain rendering engines use a technique where an objectSet is used to define which object should receive a certain set of behaviour, eg. this could be used for displacement in v-ray. If the lookDev designer uses this it should be exported as well. Because this is not attached to the shader but (most of the times) the objects this is a separate asset. (Note that default objectSets should be ignored).

  • Certain rendering engine use a technique where a custom attribute is used to define specific behaviour for an object, eg. v-ray subdivision attributes. These attributes should be exported so they can be recreated in the lighting scene.

A Maya-centric kit for Pyblish.

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