General information

In order for 3D model textures to be collected, the scene must contain a supported material structure.

This document provides a list of various methods for connecting PBR textures in both Blender and Autodesk 3ds Max.

Mandatory PBR textures:
  • BaseColor
  • Normal
  • Roughness
  • Metalness
Optional PBR textures:
  • Emissive
  • AO
  • Opacity

Note:

  • AO, Metalness, Roughness textures could be presented as ORM or RMA textures.
  • Opacity could be presented in the BaseColor alpha channel.
  • Due to the limitations of FBX, when exporting and importing an FBX file between different software, it is possible that certain material nodes and textures within the material may not be preserved.

 

Material preparation:

Autodesk 3ds Max

Supported materials

 

Physical Material setup

Physical_Material_1.png

“Bitmap”, “OSL Uber Bitmap” and “OSL Bitmap Lookup” nodes could be used to load textures.
Bitmaps_1.png
 
If “Bitmap” is used to load textures, then:
    • AO, Metalness, Roughness, Opacity, Normal, ORM, RMA gamma should be 1.0
    • BaseColor, Emissive gamma should be 2.2

Gamma_1_0.png

Gamma_2_2.png
 
If  “Bitmap Lookup” or “Uber Bitmap” is used to load textures, then Color space for:
    • AO, Metalness, Roughness, Opacity, Normal, ORM, RMA should be Raw
    • BaseColor, Emissive should be sRGB
    • Manual gamma should be 1.0
image.png
image.png
image.png
 

BaseColor

Option 1
Bitmap node with a BaseColor texture connected directly to the material Base Color map input slot.Physical_Material_BC_1.png

Option 2
If BaseColor texture has an Opacity map in the alpha channel, then:

  • OSL Bitmap Lookup map should be used to load a texture with an alpha channel.
  • RGB output should be connected to the material Base Color map input slot.
  • Alpha output should be connected to the material Transparency Color map or Cutout (Opacity) map input slots.

Physical_Material_BC_2.png

Option 3
If BaseColor texture has an Opacity map in the alpha channel, then:

  • OSL Uber Bitmap map should be used to load a texture with an alpha channel.
  • RGB output should be connected to the material Base Color map input slot.
  • Alpha output should be connected to the material Transparency Color map or Cutout (Opacity) map input slots.

Physical_Material_BC_3.png

Roughness

Bitmap node with a Roughness texture connected directly to the material Roughness map input slot.Physical_Material_R.png
 

Metalness

Bitmap node with a Metalness texture connected directly to the material Metalness map input slot.Physical_Material_M.png
 

Normal

Option 1
Bitmap node with a Normal texture connected directly to the material Bump map input slot.Physical_Material_N_1.png

Option 2
Bitmap node with a Normal texture connected to the Normal Bump node which is connected to the material Bump map input slot.
Physical_Material_N_2.png
 
Normal map type (DirectX, OpenGL)
  • If Normal map file name has DirectX or OpenGL suffix then Normal type will be set for the collected textures accordingly to the suffix.
  • If Normal map does not have suffix with Normal type then Normal type will not be set.

Emissive

Bitmap node with an Emissive texture connected directly to the material Emission Color map input slot.
Physical_Material_E.png
 

AO

Option 1
Unconnected Bitmap node with an AO texture matching one of the naming patterns in case scene has only one material.

AO texture file name patterns (Case insensitive):
  • {texture_name}_AO.{file_extension}
  • {texture_name}_AmbientOcclusion.{file_extension}
  • {texture_name}_Ambient_Occlusion.{file_extension}
  • {texture_name}_Occlusion.{file_extension}

Physical_Material_AO_1.png

Option 2
Bitmap nodes with an AO and BaseColor textures connected to the RGB Multiply node which is connected to the material Base Color map input slot. AO texture file name should match one of the naming patterns.

AO texture file name patterns (Case insensitive):
  • {texture_name}_AO.{file_extension}
  • {texture_name}_AmbientOcclusion.{file_extension}
  • {texture_name}_Ambient_Occlusion.{file_extension}
  • {texture_name}_Occlusion.{file_extension}

Physical_Material_AO_2.png

Option 3
Bitmap nodes with an AO and BaseColor textures connected to the Composite node which is connected to the material Base Color map input slot.

  • BaseColor connected to the Composite Layer 1 input slot.
  • AO connected to the Composite Layer 2 input slot. Layer 2 blend mode set as Multiply.

Physical_Material_AO_3.png

Option 4
Bitmap nodes with an AO and BaseColor textures connected to the OSL Multiply(color) node which is connected to the material Base Color map input slot. AO texture file name should match one of the naming patterns.

AO texture file name patterns (Case insensitive):
  • {texture_name}_AO.{file_extension}
  • {texture_name}_AmbientOcclusion.{file_extension}
  • {texture_name}_Ambient_Occlusion.{file_extension}
  • {texture_name}_Occlusion.{file_extension}

Physical_Material_AO_4.png

Option 5
Bitmap nodes with an AO and BaseColor textures connected to the OSL Composite node which is connected to the material Base Color map input slot.

  • BaseColor connected to the OSL Composite Bottom layer RGB input slot.
  • AO connected to the OSL Composite Top layer RGB input slot. Blend mode set as Multiply.

Physical_Material_AO_5.png

Opacity

Option 1
Bitmap node with an Opacity texture connected directly to the material Transparency Color map or Cutout (Opacity) map input slots.
Physical_Material_O_1.png

Option 2
If BaseColor texture has an Opacity map in the alpha channel, then:

  • OSL Bitmap Lookup map should be used to load a texture with an alpha channel.
  • RGB output should be connected to the material Base Color map input slot.
  • Alpha output should be connected to the material Transparency Color map or Cutout (Opacity) map input slots.

Physical_Material_O_2.png

Option 3
If BaseColor texture has an Opacity map in the alpha channel, then:

  • OSL Uber Bitmap map should be used to load a texture with an alpha channel.
  • RGB output should be connected to the material Base Color map input slot.
  • Alpha output should be connected to the material Transparency Color map or Cutout (Opacity) map input slots.

Physical_Material_O_3.png

ORM

Option 1
RGB Tint maps should be used to separate texture RGB channels. To extract required channel from the texture, color for required channel in RGB Tint map should be set as white, for other channels it should be black.

  • RGB Tint map which represents AO should be connected to the material in the same way as separate AO texture.  AO Setup
  • RGB Tint map which represents Roughness should be connected directly to the material Roughness map input slot.
  • RGB Tint map which represents Metalness should be connected directly to the material Metalness map input slot.

Physical_Material_ORM_1.png

Option 2
OSL Color Correction map should be used to separate texture RGB channels.

  • Red output channel connected to the material in the same way as separate AO texture. AO Setup
  • Green output channel connected directly to the material Roughness map input slot.
  • Blue output channel connected directly to the material Metalness map input slot.

Physical_Material_ORM_2.png

RMA

Option 1
RGB Tint maps should be used to separate texture RGB channels. To extract required channel from the texture, color for required channel in RGB Tint map should be set as white, for other channels it should be black.

  • RGB Tint map which represents Roughness should be connected directly to the material Roughness map input slot.
  • RGB Tint map which represents Metalness should be connected directly to the material Metalness map input slot.
  • RGB Tint map which represents AO should be connected to the material in the same way as separate AO texture. AO Setup

Physical_Material_RMA_1.png

Option 2
OSL Color Correction map should be used to separate texture RGB channels.

  • Red output channel connected directly to the material Roughness map input slot.
  • Green output channel connected directly to the material Metalness map input slot.
  • Blue output channel connected to the material in the same way as separate AO texture. AO Setup

Physical_Material_RMA_2.png

Other textures

All other additional textures (SSS Color map, IOR map, etc.) connected to the material slots will be collected and renamed based on the material slot to which they are connected.

PBR Material setup

PBR_Material.png

BaseColor

Option 1
Bitmap node with a BaseColor texture connected directly to the material Base Color map input slot.
PBR_Material_BC_1.png

Option 2
If BaseColor texture has an Opacity map in the alpha channel, then:

  • OSL Bitmap Lookup map should be used to load a texture with an alpha channel.
  • RGB output should be connected to the material Base Color map input slot.
  • Alpha output should be connected to the material Opacity map input slots.

PBR_Material_BC_2.png

Option 3
If BaseColor texture has an Opacity map in the alpha channel, then:

  • OSL Uber Bitmap map should be used to load a texture with an alpha channel.
  • RGB output should be connected to the material Base Color map input slot.
  • Alpha output should be connected to the material Opacity map input slots.

PBR_Material_BC_3.png

Roughness

Bitmap node with a Roughness texture connected directly to the material Roughness map input slot.
PBR_Material_Roughness.png
 

Metalness

Bitmap node with a Metalness texture connected directly to the material Metalness map input slot.
PBR_Material_Metalness.png
 

Normal

Option 1
Bitmap node with a Normal texture connected directly to the material Normal map input slot.
PBR_Material_N_1.png

Option 2
Bitmap node with a Normal texture connected to the Normal Bump node which is connected to the material Normal map input slot.
PBR_Material_N_2.png

Normal map type (DirectX, OpenGL)

  • If Normal map file name has DirectX or OpenGL suffix then Normal type will be set for the collected textures accordingly to the suffix.
  • If Normal map does not have suffix with Normal type then Normal type will not be set.

 

Emissive

Bitmap node with an Emissive texture connected directly to the material Emission map input slot.
PBR_Material_Emissive.png
 

AO

Bitmap node with an AO texture connected directly to the material AO map input slot.
PBR_Material_AO.png
 

Opacity

Option 1
Bitmap node with an Opacity texture connected directly to the material Opacity map input slot.
PBR_Material_O_1.png

Option 2
If Opacity map is presented in the BaseColor alpha channel, then:

  • OSL Bitmap Lookup map should be used to load a texture with an alpha channel.
  • RGB output should be connected to the material Base Color map input slot.
  • Alpha output should be connected to the material Opacity map input slot.

PBR_Material_O_2.png

Option 3
If Opacity map is presented in the BaseColor alpha channel, then:

  • OSL Uber Bitmap map should be used to load a texture with an alpha channel.
  • RGB output should be connected to the material Base Color map input slot.
  • Alpha output should be connected to the material Opacity map input slots.

PBR_Material_O_3.png

ORM

Option 1
RGB Tint maps should be used to separate texture RGB channels. To extract required channel from the texture, color for required channel in RGB Tint map should be set as white, for other channels it should be black.

  • RGB Tint map which represents AO should be connected directly to the material AO map input slot.
  • RGB Tint map which represents Roughness should be connected directly to the material Roughness map input slot.
  • RGB Tint map which represents Metalness should be connected directly to the material Metalness map input slot.

PBR_Material_ORM_1.png

Option 2
OSL Color Correction map should be used to separate texture RGB channels.

  • Red output channel connected directly to the material AO map input slot.
  • Green output channel connected directly to the material Roughness map input slot.
  • Blue output channel connected directly to the material Metalness map input slot.

PBR_Material_ORM_2.png

RMA

Option 1
RGB Tint maps should be used to separate texture RGB channels. To extract required channel from the texture, color for required channel in RGB Tint map should be set as white, for other channels it should be black.

  • RGB Tint map which represents Roughness should be connected directly to the material Roughness map input slot.
  • RGB Tint map which represents Metalness should be connected directly to the material Metalness map input slot.
  • RGB Tint map which represents AO should be connected directly to the material AO map input slot.

PBR_Material_RMA_1.png

Option 2
OSL Color Correction map should be used to separate texture RGB channels.

  • Red output channel connected directly to the material Roughness map input slot.
  • Green output channel connected directly to the material Metalness map input slot.
  • Blue output channel connected directly to the material AO map input slot.

PBR_Material_RMA_2.png

Multi/Sub-Object Material

Could be used when object should have more than one material assigned.
Sub-Object_Material.png
 

Blender

Supported materials

Principled BSDF Material setup

Principled_BSDF.png

BaseColor

Option 1
Image texture node with a BaseColor texture connected directly to the material Base Color input slot.

BaseColor_1.png

Option 2
If BaseColor texture has an Opacity map in the alpha channel, then:

  • Color channel of the Image texture node with a BaseColor texture should be connected to the material Base Color input slot.
  • Alpha channel of the Image texture node with a BaseColor texture should be connected to the material Alpha input slot.

BaseColor_2.png

Roughness

Image texture node with a Roughness texture connected directly to the material Roughness input slot.
Roughness_1.png
 

Metalness

Image texture node with a Metalness texture connected directly to the material Metallic input slot.
Metalness_1.png
 

Normal

Option 1
Image texture node with a Normal texture connected directly to the material Normal input slot.

Normal_1.png

Option 2
Image texture node with a Normal texture connected directly to the Color input in the Normal map node which is connected to the material Normal input slot.

Normal_2.png

Normal map type (DirectX, OpenGL)
  • If Normal map file name has DirectX or OpenGL suffix then Normal type will be set for the collected textures accordingly to the suffix.
  • If Normal map does not have suffix with Normal type then Normal type will not be set.

Emissive

Image texture node with an Emissive texture connected directly to the material Emission input slot.
Emissive_1.png
 

AO

Option 1
Unconnected Image texture node with an AO texture matching one of the naming patterns.
AO texture file name patterns (Case insensitive):

  • {texture_name}_AO.{file_extension}
  • {texture_name}_AmbientOcclusion.{file_extension}
  • {texture_name}_Ambient_Occlusion.{file_extension}
  • {texture_name}_Occlusion.{file_extension}

AO_1.png

Option 2
AO combined with BaseColor texture by using Multiply node which is connected to the material Base Color input slot. AO texture name should match one of the naming patterns.
AO texture file name patterns (Case insensitive):

  • {texture_name}_AO.{file_extension}
  • {texture_name}_AmbientOcclusion.{file_extension}
  • {texture_name}_Ambient_Occlusion.{file_extension}
  • {texture_name}_Occlusion.{file_extension}

AO_2.png

Option 3
Image texture node with an AO texture connected to color input in unconnected custom group node named glTF Settings

AO_3.png

Option 4
Image texture node with an AO texture connected to Occlusion input in unconnected custom group node named glTF Material Output

AO_4.png

Opacity

Option 1
Image texture node with an Opacity texture connected directly to the material Alpha input slot.

Opacity_1.png

Option 2
If Opacity map is presented in the BaseColor alpha channel, then:

  • Color channel of the Image texture node with a BaseColor texture should be connected to the material Base Color input slot.
  • Alpha channel of the Image texture node with a BaseColor texture should be connected to the material Alpha input slot.

Opacity_2.png

ORM

Image texture node with an ORM texture connected to the Color input in the Separate Color node which outputs are connected to the material input slots:
  • Red output connected to the material in the same way as separate AO texture. AO Setup
  • Green output connected to the Roughness input slot
  • Blue output connected to the Metallic input slot

ORM_1.png

RMA

Image texture node with an RMA texture connected to the Color input in the Separate Color node which outputs are connected to the material input slots:
  • Red output connected to the Roughness input slot
  • Green output connected to the Metallic input slot
  • Blue output connected to the material in the same way as separate AO texture. AO Setup

RMA_1.png

Other textures

All other additional textures (Sheen, Anisotropic, IOR, etc.) connected to the material slots will be collected and renamed based on the material slot to which they are connected.
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