Map Placement in Cinema 4D Material Editor2018-11-21T00:17:53-04:00

About Texture Maps

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


in Cinema 4D’s Material Editor

Take a look at how I put together c4d materials using a PBR Metallic Roughness Workflow. The newer materials on the site will use these map placements to get the best results for your renders. The greatest advantage to using PBR Textures is you will get real world results with the proper lighting, modeling and render settings in place.

NOTE: Older materials on the site don’t follow this workflow but can easily be done with a few copy and paste actions.

Most of the C4D Materials are Image-Based and you will also find some Procedural Materials as well. For the Image-Based Materials I use the PBR:  Metallic | Roughness Workflow created using Substance Designer & GSG TopCoat.


Metallic – Roughness Workflow

Material Maps May Include as Needed:

  • Base (Color / Albedo)
  • Ambient Occlusion
  • Roughness
  • Normal
  • Height (Displacement)
  • Opacity (Alpha)
  • Emissive (Luminance)
  • Metallic

Common Questions

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)

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.

Texture Map Placement

Our Base Map is placed in the COLOR ‘Texture’ input.
Our Ambient occlusion Map is placed in the DIFFUSION ‘Texture’ input. Adjust is the ‘Mix Strength’ if you find the AO effect to be too strong.

Our Normal Map is placed in the NORMAL ‘Texture’ Input. Make sure to Check the Flip Y (Green)

Our Height Map is placed in the DISPLACEMENT ‘Texture’ Input. In order to get high-detail subdivisions, we enable the ‘Sub Polygon Displacement’ option and then customize the settings to fit your model.

Our Metallic Map is placed in the REFLECTANCE > LAYER MASK ‘Texture’ Input.

Roughness Map is placed in the REFLECTANCE > ROUGHNESS ‘Texture’ Input. You can choose which ‘Type’ of reflections you want but for this example it has been set to ‘GGX’.

Opacity Map is placed in the ALPHA ‘Texture’ Input.