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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: set baseColor on 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

  1. Connect texture.outColorcolorComposite.colorA.
  2. Set the tint on colorComposite.colorB.
  3. Set colorComposite to multiply mode.
  4. Connect colorComposite.outColorshader.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 to shader.opacity.
  • openPBRSurface: connect to shader.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 sRGB color 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.