Substance painter texturing workflow

Hello,
I have some questions about the intended texturing workflow when using maya and substance.

The workflow we are used to is modelling in maya, assigning some shaders so to get material separation and then exporting that as an obj for texturing in substance. In substance this will split the mesh into different texture sets based on the shading groups:


Later, in lookdev, we assign the exported texture sets to the already defined shaders.

How would this be done with Ayon?
My understanding is that the model product is without shaders/materials, so by default when publishing the material separation is lost.
I have found an option to keep the shaders when publishing, but i would also what to run shader specific validators (shader name, shading group etc.).

In short, is there a way to either modify the existing model product to add other validators? Or is there another product that would represent a geo with some shaders? Is there a better worflow for this?

Thank you

There are certain ways of which you can get the shaders for the model when publishing.
I would recommend using separate UV sets (for generating UDIMs) in the model if you still stick with obj. If you are okay with other formats, you can export model in alembic, which Ayon can support to write shader assignment (enable write face sets when publishing model), it helps to identify the different shaders in Substance Painter.

Thank you for your help. We might go with alembics in that case