指南
Blender 图片纹理的 PBR 节点设置
Blender 里接 Color / Non-Color 与原理化 BSDF。
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步骤
- Export the Blender preset ZIP from the generator.
- Add image nodes for each map. Set Base Color to sRGB; set Normal, Roughness, Metallic, AO and Displacement to Non-Color.
- Base Color → Base Color. Roughness → Roughness. Metallic → Metallic. Normal → Normal Map node → Normal.
- Optional: Displacement → Displacement node → Material Output Displacement (enable displacement in material settings).
- Check UVs and lamp/HDRI lighting against the site preview.
Color space first
Only Base Color stays sRGB. Set Normal, Roughness, Metallic, AO and Displacement image nodes to Non-Color.
Connections
Base Color → Base Color. Roughness → Roughness. Metallic → Metallic. Normal → Normal Map node → Normal. Displacement → Displacement node → Material Output Displacement.
Black textures?
A black material usually means a missing image path or wrong UVs. Re-link images and check the UV map in the UV Editor.
常见问题
OpenGL or DirectX normals in Blender?
Blender expects OpenGL. Use the Blender export preset or select OpenGL in the Normal panel.
Where does AO connect?
Often multiplied with Base Color, or used as a cavity mask. Principled BSDF has no dedicated AO input in every version.
Can I use specular maps in Blender?
Yes for specular workflows / Specular IOR Level. Metallic/roughness setups mostly ignore a separate specular texture.