Autodesk / Autodesk/maya-usd

Maya USDZ Import Incorrectly Displays USD Preview Surface Material, Unable to Export Properly

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#4,273 10 comments 0 reactions 1 assignee Claimed by @santosg87 View on GitHub
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Description

I am importing USDZ files generated from Substance Painter. These files have all the textures properly hooked up, and they import fine into Blender, Unreal Engine and Reality Composer Pro. I can easily view them via Quick Look in macOS, iOS and visionOS when using Apple Vision Pro headset.

When I import the file to Maya and open the Hypershade Window, all of the textures are set to sRGB, even the normal map. If I attempt to reexport this file to USDZ, the PBR doesn't work as expected.

I've been made aware that I should be using LookdevX and MaterialX for proper authoring of USD Preview Surface materials. However, I can't seem to locate the exact workflow and options to successfully export back to USDZ.

Additionally, should there be a warning/suggestion to view and edit the shader in LookdevX when importing and working with USDZ files? Is this even possible, or, does one need to create a new shader and assign prior to export?

Ideally, I want to be able to work normally in Maya, setting up the proper materials with textures, with the knoweldge and confidence that these assets are going to be exported for use with Xcode and Reality Composer Pro.

I've attached several screenshots, one showing what the Hypershade window shows upon import, and the other my first attempt at what I hope is the proper way to setup the shader in LookdevX with MaterialX. I notice there appears to be two ways to create a USD Preview Shader - one through right clicking the mtl prim and Add New Material -> MaterialX -> USD Preview Surface, and the other Add New Material -> USD -> USD Preview Surface.

Which option is the preferred, correct material to use for USDZ export? I tried exporting this version, checkmarking USD Preview Surface, MaterialX Shading, both checked, and non checked during USD Export -> Export Selection Options, and neither of them are exporting properly.

I am using Maya 2026.1 with mayaUsdPlugin 0.32.0 on Windows 11, and Maya 2026.1 on macOS Tahoe 26.0 beta.

Thx!

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EDIT: I forgot to mention that I am importing USDZ with defaults. Just now checking Import Options, and see there is a "Convert to:" option, which is set to Automatic. Should I be converting to USD Preview Surface?

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EDIT: I just tried that and it still imports with all textures set to sRGB.

My 2-part question remains - how do we:

1) view and edit a material that was created in Substance Painter
2) create a new, compliant material with textures from scratch in Maya for USD/USDZ export

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