Okay this is becoming a major pain in the butt. I have been for the last week been trying to export out my MDL to the current version of Iray for Maya 2016. I had one guys from the Iray forum say that the problem lines with the saying that the first problem was with the first line of import code. changeging it from
import ::alg::base::normalmapping::custom_tangent_space_normal_texture;
to
import ::base::tangent_space_normal_texture;
this let me get my MDL to show up in Iray, it doesn't let Iray use the my preset imports. and the whole thing looks like a glowing glass object instead of what I want. While this codeing system works for making MDL for Substance Iray, it doesn't translate well to Maya Iray. It doesn't even load the 2d textures in maya. here is the code for anyone who wants to help me.
mdl 1.1;
import ::base::tangent_space_normal_texture;
import ::alg::materials::physically_metallic_roughness::physically_metallic_roughness;
import ::base::file_texture;
import ::base::mono_mode;
import ::base::rotation_translation_scale;
import ::base::texture_coordinate_info;
import ::base::texture_return;
import ::base::transform_coordinate;
import ::state::texture_coordinate;
import ::state::texture_tangent_u;
import ::state::texture_tangent_v;
import ::tex::gamma_mode;
import ::tex::wrap_mode;
import ::state::normal;
export material head(*)
= ::alg::materials::physically_metallic_roughness::physically_metallic_roughness(
ambientOcclusion: 1.f,
baseColor: ::base::file_texture(texture_2d("" /* tag 3247, version 0 */, ::tex::gamma_default), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_average, ::base::transform_coordinate(::base::rotation_translation_scale(float3(0.f), float3(0.f), float3(1.f)), ::base::texture_coordinate_info(::state::texture_coordinate(0), ::state::texture_tangent_u(0), ::state::texture_tangent_v(0))), float2(0.f, 1.f), float2(0.f, 1.f), ::tex::wrap_repeat, ::tex::wrap_repeat, false).tint,
emissiveColor: color(0.f, 0.f, 0.f),
emissiveIntensity: 1.f,
height: 0.5f,
heightScale: 0.f,
metallic: ::base::file_texture(texture_2d("" /* tag 3260, version 0 */, ::tex::gamma_default), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_average, ::base::transform_coordinate(::base::rotation_translation_scale(float3(0.f), float3(0.f), float3(1.f)), ::base::texture_coordinate_info(::state::texture_coordinate(0), ::state::texture_tangent_u(0), ::state::texture_tangent_v(0))), float2(0.f, 1.f), float2(0.f, 1.f), ::tex::wrap_repeat, ::tex::wrap_repeat, false).mono,
normal: ::base::tangent_space_normal_texture(texture_2d("" /* tag 3273, version 0 */, ::tex::gamma_default), 1.f, false, true, ::base::transform_coordinate(::base::rotation_translation_scale(float3(0.f), float3(0.f), float3(1.f)), ::base::texture_coordinate_info(::state::texture_coordinate(0), ::state::texture_tangent_u(0), ::state::texture_tangent_v(0))), float2(0.f, 1.f), float2(0.f, 1.f), ::tex::wrap_repeat, ::tex::wrap_repeat, false, 1.f, 0.f),
roughness: ::base::file_texture(texture_2d("" /* tag 3285, version 0 */, ::tex::gamma_default), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_average, ::base::transform_coordinate(::base::rotation_translation_scale(float3(0.f), float3(0.f), float3(1.f)), ::base::texture_coordinate_info(::state::texture_coordinate(0), ::state::texture_tangent_u(0), ::state::texture_tangent_v(0))), float2(0.f, 1.f), float2(0.f, 1.f), ::tex::wrap_repeat, ::tex::wrap_repeat, false).mono,
opacity: 1.f,
specularLevel: 0.5f,
anisotropyLevel: 0.f,
anisotropyAngle: 0.f,
refraction: 0.f,
refractionIOR: 1.5f,
scattering: 0.f,
absorption: 0.f,
absorptionColor: color(1.f, 1.f, 1.f));
There really needs to be a tutorial video from Substance Designer to Maya 2016 Iray, to prove that this works for making MDL.
