Resources / PBR Guide

A practical guide to PBR material maps

Physically based rendering uses texture maps to describe how a surface reflects light. This guide explains the five maps generated by twirl and the checks that prevent common setup problems.

Start generatingBrowse materials
On this pageAlbedo or base colorNormal and heightRoughness and smoothnessMetallic and packed maps

Read each map as surface data

The maps describe one aligned surface. Color management and channel conventions matter because some textures represent visible color while others store numeric material data.

Albedo or base color

Albedo stores the visible surface color without directional lighting, cast shadows, or shiny highlights. It usually uses sRGB color handling because it represents color rather than numeric shader data.

If strong highlights or shadows are baked into albedo, they can conflict with the lighting in the 3D scene and make the material repeat obvious.

Normal and height

A normal map changes how light reacts across a surface without changing the silhouette. A height map is grayscale data that can drive bump, parallax, or geometric displacement depending on the renderer.

Normal maps can use OpenGL or DirectX orientation. The difference is the green channel. Flip that channel when bumps appear to point inward instead of outward.

Use data or non-color sampling for normal and height maps. Start with a low strength and judge the effect at the real asset scale.

Roughness and smoothness

Roughness controls the spread of reflections. Darker values are commonly smoother and more reflective, while lighter values produce broader, softer reflections.

Some applications use smoothness instead. Smoothness is the inverse of roughness, so invert the grayscale map when moving between those conventions.

Metallic and packed maps

Metallic identifies areas that behave as metal. Most clean materials use values close to zero or one, with intermediate values mainly appearing around transitions, contamination, or blended layers.

Real-time engines often pack several grayscale maps into the red, green, blue, and alpha channels of one texture. twirl currently downloads separate maps, so create the required packed texture in your engine pipeline or image tool.

Inspect complete PBR material sets

Open a public material and compare the rendered result with its source maps to see how each texture affects the surface.

Frequently asked questions

Which PBR maps does twirl generate?

twirl generates albedo, normal, roughness, metallic, and height maps.

Which maps should use non-color data?

Normal, roughness, metallic, and height should generally use data or non-color sampling. Albedo usually uses sRGB.

Is smoothness the same as roughness?

They describe opposite ends of the same property. Invert a roughness map to use it as a smoothness map.

Related pages

twirl documentationtwirl pluginstwirl Connect for Blender
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