Arnold for Maya


Arnold for Maya, MtoA 1.2.6.1

Arnold uses a Diffuse, Specular, Roughness workflow ; consequently textures made in Substance Painter using the BaseColor, Metallic workflow have to be converted for the Arnold shader. Arnold being a raytracer and Substance Painter viewport being OepnGL, the result between the two might be slightly different.

Substance Painter Export

  1. In your Project go to File / Export Textures...
  2. In the Export Tab, select the Arnold Configuration and Click on Export

Arnold Standart Shader

  • Arnold Standart Shader settings:
    • the diffuse texture is plugged to the Diffuse channel
    • the specular texture is plugged to the Specular channel (not the reflection channel!)
    • the Specular Weight is set to 1.0
    • the Roughness texture is plugged to the Roughness channel
    • the Microfacet Distribution is set to ggx
    • the Fresnel option is enabled
    • the f0 texture is plugged to the Reflectance at Normal channel


In Arnold you have the choice between two gamma workflows:

Arnold does not make use of the "Color Space" parameter on texture nodes, that's why we have to rely on gammaCorrect nodes.

  • You assume all textures should be interpreted as sRGB and you add a gamma correction node for specific textures that should be interpreted as linear. In this case you will set the Gamma Correction for Textures to 2.2.
    • Render Settings:


    • Gamma Corrections on textures: 2.2

      Note that only the Out Value X from the gammaCorrect node is plugged to the Specular Roughness and Ksn (Reflection at Normal) inputs.

  • You assume all textures should be interpreted as Linear and you add a gamma correction node for specific textures that should be interpreted as sRGB. In this case you will set the gamma Correction for Textures to 1.0
    • Render Settings:
    • Gamma Corrections on textures: 0.454

      Note that only the Out Color R from the Roughness and f0 textures are plugged to the Specular Roughness and Ksn (Reflection at Normal) inputs.

Using UDIMs

  • In Substance Painter select the Arnold UDIM export preset
  • Until Substance Painter can directly export .tx files, it is advised to convert your texture to .tx using the TX Manager
  • use the same shader setup as above
  • On the file Texture nodes, simply change the UV Tiling Mode to "UDIM (Mari)"
  • That's all!