How to Setup PBR Texture Maps in the Cinema 4D Material Editor
What is PBR?
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)
Cinema 4D R16+ Required
Metal / Rough Workflow
Consists of 3+ Maps
Color - Metallic - Roughness
Materials May Include These Texture Maps as Needed:
- Base (Color / Albedo)
- Ambient Occlusion
- Height (Displacement)
- Opacity (Alpha)
- Emissive (Luminance)
If you use Specular / Gloss Workflow, Invert the Roughness Map to create a Glossiness Map.
Quick Property Overview
Commonly Used Material Properties
The settings on this channel define the basic color of the material, such as RGB 255/0/0 for red.
You can use C4D shaders or load a PBR Texture Map.
Common Names: Color, Base, and Albedo.
Occasionally Used Material Properties
A luminescent object can be seen even when there are no lights in the scene. It is self-illuminated.
Loading an Emissive Map will mask out any areas that are marked 100% black and will illuminate any other color.
Also known as Base and Albedo Map
Place your Color Map in the Color Channel.
Ambient Occlusion Map
Ambient Occlusion Map is also known as an AO Map
Place your AO Map in the Diffusion Channel with the Mix Mode set to Normal, You can also change the Mix mode to Multiply for a deeper effect.
DirectX - Tangent - Flip Y
Place your Normal Map in the Normal Channel.
Height is also known as Displacement
Use "Round Geometry" if using the material with displacement is being used on a curved surface. "
"Map Resulting Geometry" can help with removing artifacts on round geometry.
Roughness Map - Dielectric
Roughness Map in Dielectric
Set Layer Fresnel to Dielectric
Roughness Map - Metallic
Roughness Map in Metallic
Set Layer Fresnel to Conductor
Also known as Alpha Map / Mask
Place your Opacity Map in the Alpha Channel
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.