Maya USD Model publish with shaders for substance

We were publishing character assets from maya as usd with materials assigned for use in substance painter. When i load those assets back into maya, they show as having a “look” file within the USD main shape. We have updated our ayon pipeline + addons, and now when i publish the USD, i don’t retain the connected shaders for substance. I see there’s been some work done on the USD pipeline, so maybe this is no longer possible, but if it is, how do i do that, or is there a better way to publish shader sets for substance?


Hello,
Let me quote from Publish a Look from AYON Maya USD Docs.

Currently, when publishing to look department layer, the textures won’t be copied along with your published look layer. This feature will become available once dedicated product types are implemented in Maya.

So currently, is there is no functionality within the Ayon publishing, that works in the same way as the maya > export > usd (with materials)? In an older version of ayon, when you published a USD model, it worked in this way, so we would get the model + materials assigned in the modeling scene. We started our substance texturing using a published USD with materials (using the older plugin) and that would bring the geometry + the texture sets based on materials for Substance. Now, i’ve updated the model, and need to update the substance painter scene. Every time i publish a new model, i lose all the work in substance because it seems to be losing the materials and therefore texture sets in substance.

I tested manually exporting the model + materials outside of ayon, using the export > usd, and manually replacing the project configuration file in substance to point to that usd, and it works, but now it’s outside of the pipeline, so ayon has no idea what version of asset i’m painting on in Substance. I also tried publishing as a fbx with materials, and replacing my ayon asset with the fbx representation. This correctly brought in all the texture sets which match all of the existing ones, but for some reason deletes all the work that was previously done, so i lose all the layers and existing texture data. I’d love to keep it within the pipe, but not have to redo all the textures.

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