You can use the  node to quickly create photorealistic procedural textures using a library of organic, fabric, and material presets. 
         
         Creating a shading network using substance textures
         
         
            - Select  and ensure that the Substance plug-in is loaded. 
            
 
            - Select  in the panel menus for best results. 
            
 
            - Select  to open the  window. 
            
 
            - Select .  
               
Note
                     
                     Do not use the  node, which is an intermediate node that is created automatically by the  node. 
                     
                     
                   
                 
             
            - In the ,  attribute, navigate to your <Maya Directory>\substances folder (or the folder in which your substance texture is installed) and select a substance texture. 
               
NoteBy default, the substance texture files are installed to your <Maya Directory >\substances folder. However, it is recommended that you copy the textures that you need to your <MayaProject>\sourceimages folder instead. This ensures that your substance files are loaded properly on all operating systems. You should only copy
                     those textures that you will use, as the substance library includes a large number of files, and you would not want to copy
                     all of them to your project sourceimages folder. 
                  
                 
             
            - Click . 
               
This creates a shading network with a  material that, by default, connects the , , and  substance outputs. 
               
 
               Note
                     
                     The , , and  substance outputs are marked with green connect icons 
 to indicate that these output nodes have been created and are connected to the material shader. 
                     
                     
                   
                 
               You can now apply this  material to the objects in your scene. 
               
  
             
            - Select the resolution for your substance output nodes. 
 
            - Expand the  section and select the format for your normal map (if a  substance output is available for the substance you have selected). 
            
 
            - Expand the  section in the substance  and tweak the attributes provided to customize the appearance of your shader. Procedural controls are built into each substance
               so you can easily create unique effects. Experiment with these sliders and view the changes in real time in the Maya scene
               view. 
               
You can tweak attributes such as  to shift the global color range of the texture, or  to control the brightness level, or  to control the level of color purity, or  to adjust the attenuation of depth of the texture and so forth. 
               
 
               There are also other interesting effects such as . For example, with Painted_Wood, increasing the age slider peels away the paint to reveal a more aged wood look, and with
                  Modern_Concrete, increasing the age slider reveals the rebar in the concrete. With Volcano_Rock, you can tweak the ,  and  attributes to customize the look of your volcano lava and so forth. 
               
 
               See Extra Attributes for more information. 
               
 
             
            - If you want to connect additional substance outputs to your shading network, such as a  or  map, click on the Connect 
 icon beside the list of available substance outputs. 
               If the input of the material attribute is already occupied by another substance output, for example , then a warning message appears, and the output is created but not connected. The substance output connect icon appears orange.
                  You can then delete the connected output and re-attach a new output in its place. 
               
  
               Tip
                     
                     A grey connect icon (initial state) denotes that no  node has been created yet for this output map. An orange connect icon denotes that an output node is created but not connected
                        to another node. A green connect icon denotes that the  node has been created and is connected to another node. 
                     
                     
                   
                 
               Note
                     
                     The Maya software renderer is not recommended for use with normal maps. If you want to render unbaked substance textures using
                        the Maya software renderer, use bump maps instead of normal maps. Alternatively, you can use mental ray rendering with baked
                        normal maps. 
                     
                     
                   
                 
             
         
         Note
               
               Only a subset of the attributes in the place2dTexture node work with substances in the viewport or the hardware renderer:
                  , , , , and . The remaining attributes all work with substances when rendered. 
               
               
             
          
         Note
               
               You can modify your choice of substance file and the shading network connections are retained. 
               
               
             
          
         You can now use the shading network in the Maya viewport, and render it using the Maya hardware renderer or software renderer.
            
         
         If you want to export the shading network to a game engine, or to render it in mental ray, you must export the images to disk.
            
         
         Exporting images to disk
         
         
            - Click  in the . 
               
Using this feature, all  nodes connected to the  node (including both outputs denoted by green and orange icons) are baked onto disk. 
               
 
               The  window appears. 
               
 
             
            - Select your map resolution and image format. 
               
Note
                     
                     mental ray for Maya does not support LZW compressed .tif files. To work around this, add IMF_TIFF_COMPRESSION=none to your Maya.env file. 
                     
                     
                   
                 
             
            - Select the  option to create a shading network with connections to the texture files baked from the substance output maps.  
            
 
            - Click  to write your file textures to disk.