   Getting HLSL from Maya FBX model
  Not sure if this is the right area to post this, but I need some opinions, or ideas on how others achieve this and it seems like the most likely area.I am currently assigning an HLSL material to my models in Maya then exporting them into my XNA pipeline.  Then the content processor in XNA automagically sets the associated fx on the model with all the parameters I set in Maya.  This solution works ok, HLSL materials in maya are kind of flaky.  I don't think they support SAS at all.  I have had a few other issues also.Another option would be to use the standard Maya materials on my model.  Then in my content processor I could grab all the parameters of the material and depending on what was set, assign an appropriate shader.I am sure there are more options.  I am curious on how others do this?  As a final result I want to be able to Create my model in Maya hopefully seeing it how it will render in the game, then exporting it with all my material properties associated with it.I appreciate any ideas/resources on a better way to do this.   
  Well with XNA you're always going to ultimately need a shader that can render whatever material you've chosen.  XNA has no idea what a maya shader is or how it works, so unless you've created an equivalent shader in HLSL and know how to set it up to match the Maya material params you won't get results that look at all like they did in Maya.  This is why using HLSL shaders is nice: what you see in Maya is what you get in your app.  I don't own Maya nor am I very familiar with it, but I would suspect that it would support SAS annotations since it's such an expensive high-end product.   ;Quote:Original post by MJPWell with XNA you're always going to ultimately need a shader that can render whatever material you've chosen.  XNA has no idea what a maya shader is or how it works, so unless you've created an equivalent shader in HLSL and know how to set it up to match the Maya material params you won't get results that look at all like they did in Maya.  This is why using HLSL shaders is nice: what you see in Maya is what you get in your app.  I don't own Maya nor am I very familiar with it, but I would suspect that it would support SAS annotations since it's such an expensive high-end product.Well, if it does support SAS, it doesn't do it very well.  But, I agree with what you said and I'm going to keep trying to use the HLSL materials in Maya. I figured out one of my big problems last night.  I figured out how to link a Light to a Light Info node to get the direction so I could link the light direction to my shader.  Once I figured it out, it's actually works well and it is pretty cool how it works.  Thanks for confirming I should keep trying to use the HLSL materials!   