Renderman for Maya


Substance Plugin

Converting to Specular Face Color

This guide shows how to use the Artistic Mode for the pxrSurface material. We will be converting values using the metallic workflow outputs from a Substance material. This process will be automated in a future update. 

  1. Create a Substance node and set the mode to Custom and enable Automatic Connections to cache the textures to disk. 
  2. Create outputs for the base color, roughness, metallic and normal. If you are using a Substance from Source, diffuse and specular channels will also be available and can be used instead of converting base color. 
  3. Select the roughness, normal and metallic files in the node editor, set the Color Space to RAW and enable Alpha is Luminance for metallic and roughness maps. 
  4. *skip this step if you have a Diffuse output in your substance. Create a pxrMix node. Set color 1 to black. Set color 2 to the base color. Add the pxrMix to the Diffuse color with a gain of 0.0. 
  5. If you have a diffuse texture, plug this into the Diffuse Color with a gain of 1.0. 
  6. *skip this step if you have a Specular output in your substance. Create a pxrMix node. Set color 1 to be RGB 59. The linear value of sRGB 59 equal 0.04 (4%) reflectance for dielectrics. Set color 2 to the base color output. Set the mix to be the metallic map. 
  7. If you have a specular texture, plug this into the Specular Face color. 
  8. Set the Edge Color to White. To vary the edge color, you can also plug in the map from either 6 or 7. 
  9. Add the roughness map to the Primary Specular Roughness and set Specular Fresnel Mode to Artistic and Advanced>Specular Model to GGX. 
  10. Create a pxrNormalMap node and for the filename add the normal map. In Rfm 21.5 you can set the normal orientation in the Bump Orientation. In previous versions you can set it as follows: 
    DirectX = Invert Bump
    OpenGL = Invert Bump and Flip Y

If you are creating custom substance, you can use the "basecolor_metallic_roughness_converter" node to create the outputs for pxrSurface.

Substance Painter

Maps can be export from Painter to be used with Renderman using the default export configuration or by building a custom export configuration to include the Diffuse map and Specular Map. 



  1. Select the roughness, normal and metallic files in the node editor, set the Color Space to RAW and enable Alpha is Luminance for metallic and roughness maps. 
  2. Plug the diffuse texture to the Diffuse Color with a gain of 1.0. 
  3. Plug the specular texture into the Specular Face color. 
  4. Set the Edge Color to White. To vary the edge color, you can also plug in the specular map to the edge color. 
  5. Add the roughness map to the Primary Specular Roughness and set Specular Fresnel Mode to Artistic and Advanced>Specular Model to GGX. 
  6. Create a pxrNormalMap node and for the filename add the normal map. In Rfm 21.5 you can set the normal orientation in the Bump Orientation. In previous versions you can set it as follows: 
    DirectX = Invert Bump
    OpenGL = Invert Bump and Flip Y






Substance TextureColor SpacepxrSurface (Artistic)
diffusesRGBDiffuse Color
specularsRGBSpecular Face Color (can use with Edge Color as well)
roughnessRAW + Alpha is luminanceRoughness
metallic (if no specular)RAW + Alpha is luminanceUsed to create Specular Face Color (pxrMix)
base color (if no diffuse)sRGBUsed to create Specular Face Color (pxrMix)
normalRAW

pxrNormalmap (Result N)> Globals > Bump Normal

*Specular Model is set to GGX
*pxrNormalMap