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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
  • Roughness
  • Normal
  • Height (Displacement)
  • Opacity (Alpha)
  • Emissive (Luminance)
  • Metallic

If you use Specular / Gloss Workflow, Invert the Roughness Map to create a Glossiness Map.

Quick Property Overview

Commonly Used Material Properties

Occasionally Used Material Properties

Color Map

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.

Normal Map

DirectX - Tangent - Flip Y

Place your Normal Map in the Normal Channel.

Height Map

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

Opacity Map

Also known as Alpha Map / Mask

Place your Opacity Map in the Alpha Channel

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.