1. Source Photograph
2. Material Controls
Color Space
Normal — Non-Color / linear data.
Roughness — Non-Color / linear data.
Height — Non-Color / linear data.
AO — Non-Color / linear data.
Metallic — Non-Color / linear data.
Generated PBR Maps
3. Real-Time 3D Material Preview
Using the Generated Maps
The files generated here are standard texture maps and can be used as starting material textures in Blender, Unreal Engine and Unity.
| Map | Color Space | Typical Connection |
|---|---|---|
| Base Color | sRGB | Base Color / Albedo |
| Normal | Non-Color | Normal Map → Normal |
| Roughness | Non-Color | Roughness |
| Height | Non-Color | Displacement / Parallax |
| AO | Non-Color | Ambient Occlusion |
| Metallic | Non-Color | Metallic |
Blender
Connect Base Color to the Principled BSDF Base Color. Pass the Normal texture through a Normal Map node before connecting it to Normal. Use Roughness and Metallic directly. Use Height through a Displacement workflow when actual displacement is required.
Unreal Engine
Base Color goes to Base Color, Normal to Normal, Roughness to Roughness, Metallic to Metallic and AO to Ambient Occlusion. Height can be used with the appropriate displacement or parallax technique.
Unity
Base Color is used as the Albedo/Base Map, Normal as the Normal Map, Metallic as Metallic and AO as Occlusion. Depending on the Unity shader, Roughness may need the corresponding Smoothness conversion.