About Texture Maps

In Cinema 4D’s Material Editor || Metallic – Roughness PBR Workflow Setup

What is a PBR Material?

Physically Based Rendering (PBR) is a method of shading and rendering that provides a more accurate representation of how light interacts with surfaces. It can be referred to as Physically Based Rendering (PBR) or Physically Based Shading (PBS)

Materials May Include These Texture Maps as Needed:

  • Base (Color / Albedo)
  • Ambient Occlusion (Diffuse)
  • Roughness
  • Normal
  • Height (Displacement)
  • Opacity (Alpha)
  • Emissive (Luminance)
  • Metallic
  • Masks – NEW!

Color

Also known as Base and Albedo Map

Diffusion

Ambient Occlusion Map

Normal

DirectX - Tangent - Flip Y

Displacement

Height Map

Reflectance

Roughness Map in Dielectric

Set Layer Fresnel to Dielectric

Reflectance

Roughness Map in Metallic

Set Layer Fresnel to Conductor

Alpha

Opacity Map

Common Questions

Texture mapping is a method for defining high frequency detail, surface texture, or color information on a computer-generated graphic or 3D model. Its application to3D graphics was pioneered by Edwin Catmull in 1974.

In 3D computer graphics, normal mapping, or Dot3 bump mapping, is a technique used for faking the lighting of bumps and dents – an implementation of bump mapping. It is used to add details without using more polygons.

UV mapping is the 3D modeling process of projecting a 2D image to a 3D model’s surface for texture mapping.