How-to: use PBR Materials in Cinema 4D

Today, we’re going to explore: C4D Standard/Physical Render


(step-by-step guide featured at the bottom of the page)


C4DHowTo.jpg

Step-By-Step Guide:

 

1.

1.jpg

The first step is to create a New PBR Material, which will be the base for our shader.

 

2.

2.jpg

Inside the Reflectance tab, plug the Albedo map in the Color Slot of the Default Diffuse Layer.

 

3.

3.jpg

Under the Default Reflection Layer, Set Type to GGX and plug the Roughness map into the corresponding Slot.

 

4.

4.jpg

And finally, let’s add surface detail with a normal map:

Inside the Normal tab, plug the Normal Map in the Texture slot.


 

5.

5.jpg

If you’re not rendering metallic surfaces (materials that come with a Metalness map), you can pretty much call it done by now.

If you’re rendering metals though, there are some extra steps we need to perform:

Back to the Reflectance tab, Add a new GGX layer.

 

6.

6.jpg

Rename the layer to Metallic, for ease of use, and set Attenuation to Metal.

  1. Plug the Roughness Map into the Roughness slot;

  2. Plug the Albedo map into the Color slot;

  3. Plug the Metalness map under the Layer Mask roll-out menu, in the Texture slot.

  4. Under Layer Fresnel roll-out menu, set Fresnel to Conductor.

 

7.

7.jpg

Also, if your material features transparency, you can easily enable that by going to the Alpha tab, and plugging the Alpha map into the Texture slot.


How-to: use PBR Materials in Arnold For 3D Max

Today, we’re going to explore: MAXtoA


(step-by-step guide featured at the bottom of the page)


ArnoldHowTo.jpg

Step-By-Step Guide:

 

1.

1.jpg

The first step is to select the Standard Surface, which will be the base for our shader.

 

2.

Plug the Albedo map in the Base Color Slot. (Using a bitmap node)

 

3.

3.jpg

Plug the Roughness map into the Roughness Slot.

 

4.

5.jpg

While loading this map, make sure to set Gamma to Override.

Also valid for the normal map


 

5.

4.jpg
5.jpg

And finally, let’s add surface detail with a normal map:

Load an Arnold Normal Map into the Normal (Bump) slot, and plug your Normal Map in the Input, under Maps roll-out menu.

Remember to also set Gamma to Override here!

 

6.

6.jpg

If you’re not rendering metallic surfaces (materials that come with a Metallic map), you can pretty much call it done by now.

If you’re rendering metals though, there are some extra steps we need to perform:

Load your Metallic Map into the Metalness slot.

 

7.

7.jpg

Also, if your material features transparency, you can easily enable that by plugging the Opacity Map into the Opacity (Cutout) Slot.

 

THIS IS THE FINAL RESULT:

final_arnold.jpg

Rendered using Arnold & displacement modifer.

Rendered using Arnold & displacement modifer.


How-to: use PBR Materials in VRay Next For 3D Max

After many (!) mails & requests, we took the freedom to start our new “How-To“ series, where we’ll explore how to use Textures.com materials inside your favorite render engine!

Today, we’re going to explore: Chaos Group VRay Next. (For 3D Max*)


(step-by-step guide featured at the bottom of the page)


VrayHowTo.jpg

Step-by-step Guide:

 

1.

1.jpg

The first step is to select the VRayMtl, which will be the base for our shader.

 

2.

2.jpg

Inside the material editor, find the BRDF Rollout.

Our materials adopt the Metalness workflow, which uses Roughness maps as the default.

Select “Use Roughness“.
(Also make sure GGX is selected, for correct shading behavior)

 

3.

3.jpg

With the basics now set, time to start loading the maps:

Plug the Albedo map in the Diffuse Slot. (Using a bitmap node)

 

4.

4.jpg

Plug the Roughness map into the Roughness Slot.

There are two Roughness slots, the one we’ll be using is located under the Reflect rollout.

 

5.

5.jpg

Certain maps hold data that shouldn’t be interpreted as color. To have the information read correctly, we must change the gamma mode:

Select the Override radio button, while loading the bitmap.
(Valid for both Roughness, Normal and also Height Maps.)

 

6.

6.1.jpg
6.jpg

For the Normal Map, we are going to use VRay’s own Normal Map texture loader, since it’s also compatible with VRay Proxies, displacements and so forth.

Load the VrayNormalMap texture into the bump slot.

 

7.

7.jpg

Now, load your Normal Map file in the Normal Map slot.

remember to set Gamma to Override here as well, when loading the map!

 

8.

If you’re not rendering metallic surfaces (materials that come with a Metallic map), you can pretty much call it done by now.

8.jpg

If you’re rendering metals though, there are some extra steps we need to perform:

Load your Metallic Map into the Metalness slot, and change the Reflect color to White.

 

9.

9.jpg

Also, if your material features transparency, you can easily enable that by plugging the Opacity Map into the Opacity Slot.

 

This is the final result:


Rendered using VRay Next & VrayDisplacementMod.

Rendered using VRay Next & VrayDisplacementMod.