Map Placement in Cinema 4D Material Editor2018-06-17T02:14:31+00:00

About Texture Maps

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

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.

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.