# MtoA gltf workflow (skipping Substance)

**URL:** <https://forum.babylonjs.com/t/mtoa-gltf-workflow-skipping-substance/8875>\
**Category:** Content creation (3dsMax, Maya, Blender, glTF)\
**Created:** [February 28, 2020, 10:16pm UTC](https://forum.babylonjs.com/t/mtoa-gltf-workflow-skipping-substance/8875 "2020-02-28T22:16:09Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![tayone](https://avatars.discourse-cdn.com/v4/letter/t/ea666f/32.png) [@tayone](https://forum.babylonjs.com/u/tayone)\
**Post date:** [February 28, 2020, 10:16pm UTC](https://forum.babylonjs.com/t/mtoa-gltf-workflow-skipping-substance/8875/1 "2020-02-28T22:16:09Z")

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Are there any known workflows for exporting gltf files from Maya using the aiStandardSuface shader? I’ve been playing around with the Babylon Export plugin for Maya with strange results. ie. I can’t get a simple cube with ramp texture exported correctly.

Babylon Export Plugin  
[https://doc.babylonjs.com/resources/maya](https://doc.babylonjs.com/resources/maya)

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<div class="post-metadata">

**Author:** ![Drigax](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/drigax/32/16585_2.png) [@Drigax](https://forum.babylonjs.com/u/Drigax)\
**Post date:** [February 28, 2020, 10:47pm UTC](https://forum.babylonjs.com/t/mtoa-gltf-workflow-skipping-substance/8875/2 "2020-02-28T22:47:11Z")

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Hi @tayone, welcome to the forum!

I maintain the 3dsMax and Maya exporters, we don’t support procedural textures, as the docs suggest:

“Maya provides a large range of tools to manipulate connexions between textures and materials (like the Reverse node). For the most part, only a fileTexture is expected as input to a material.”

You’ll have to bake out your texture maps to a rasterized format before exporting.
