About Texture Maps
in Cinema 4D’s Material Editor | Metallic – Roughness PBR Workflow
TEXTURE MAP PLACEMENT
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
- Height (Displacement)
- Opacity (Alpha)
- Emissive (Luminance)
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 Map Placement
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.