I have used Maya to export a .babylon model that has an aiStandardSurface material applied.
This exports to the Babylon.js PBRMaterial as desired.
However, I have assigned an ORM material to the Metalness and Specular Roughness inputs (see screenshot1) but the resulting .babylon file has the following channels set that I found unexpected:
- The ORM texture is applied to reflectivity and Ambient, whereas I was expecting it to be applied to Metallic Roughness and Ambient
- The “Ambient In Greyscale” flag is false, so all channels of the ORM map are used for ambient occlusion rather than just the expected red channel
I assume that I am incorrectly setting up the material in Maya and was hoping someone could point me in the correct direction so that I can correctly apply the Metallic Roughness map and set the metallic and roughness properties within the aiStandardSurface node.