Maya to GLB RGBA channel issues

@anna22, I see one thing that is wired incorrectly which is your ORM B channel which should be going to metalness. This is what the aistandard shader should look like (without emissive)

You have the color spaces set correctly for rendering in Maya, but those don’t make a lot of difference for exporting to glTF. The exporter will know what the color space of the file should be based on where the texture is plugged into the shader. But if you are pulling renders in Arnold while setting up your model, you definitely need to make sure your color space is accurate.

The basics for the ORM should be as follows:

  • R is left unwired as this is the channel for AO which is not used in the aiStandard shader. The glTF exporter will understand that the file is an orm based on how the channels are wired and will know to assign the R channel to AO
  • G is wired to specular roughness just as it would be in Arnold. This sets the specular roughness for the material
  • B is wired to metalness in the shader just as it would be for Arnold. This tells the shader if the base color is added to specular reflections as they are in metallic objects.

Basically, we try to stay as close to a working shader in Arnold as possible so that you can render in Maya and still export the same file to glTF. Hope this helps.