Base Color
glTF: pbrMetallicRoughness.baseColorFactor · pbrMetallicRoughness.baseColorTexture
The base color defines the diffuse albedo of a PBR metallic-roughness material. It can be a constant factor, a texture, or both multiplied together.
| Shader | Attribute | Notes |
|---|---|---|
standardSurface, aiStandardSurface |
baseColor |
aiImage or file |
openPBRSurface |
baseColor |
Opacity uses geometryOpacity, not opacity |
StingrayPBS |
TEX_color_map + use_color_map |
Texture-driven only |
Factor only
Set baseColor directly on the shader for a solid color with no texture.
standardSurface,aiStandardSurface,openPBRSurface: setbaseColoron the shader.StingrayPBS: best used as a texture-driven workflow — use a PBR shader for plain-color materials.
Exports as baseColorFactor.
Texture only
Color space: sRGB
standardSurface · aiStandardSurface · openPBRSurface:
aiImage.outColor → shader.baseColor
file.outColor → shader.baseColor
StingrayPBS:
file.outColor → shader.TEX_color_map (enable use_color_map)
Exports as baseColorTexture.
Factor + texture (tint)
glTF computes: baseColorFactor × baseColorTexture
- Connect
texture.outColor→colorComposite.colorA. - Set the tint on
colorComposite.colorB. - Set
colorCompositeto multiply mode. - Connect
colorComposite.outColor→shader.baseColor.
standardSurface · aiStandardSurface · openPBRSurface:
texture.outColor → colorComposite.colorA → shader.baseColor
The tint exports as baseColorFactor; the texture exports as baseColorTexture.
Note
Changing the shader color swatch while a texture is connected does not create a separate exported tint. Use the colorComposite setup above.
StingrayPBS does not have an equivalent tint + texture path.
Transparency
Connect opacity separately — not through baseColor:
standardSurface,aiStandardSurface: connect toshader.opacity.openPBRSurface: connect toshader.geometryOpacity.
UV transform
file nodes: set repeat, wrap, mirror, offset, and rotation on the connected place2dTexture.
aiImage nodes: wrap, scale, and offset export natively; rotation requires a place2dTexture.
UV set: assign via Maya's UV Set Editor or UV Linking — see UV Set Selection for node-type differences.
UV set index → texCoord · wrap modes → glTF sampler · transform → KHR_texture_transform
Notes
- Base color is an albedo/color map — always use
sRGBcolor space. - Do not pack unrelated channel data into a base-color image unless that image is exactly what you want glTF to sample.
- For the most predictable results, keep the graph close to the examples above.