PBR Fundamentals
PBR Texture Maps Explained: Albedo, Normal, Roughness, Metallic, AO, Height, and Emission
A PBR material separates visible surface properties into coordinated texture maps. Base color describes surface color, normal and height describe relief, roughness controls reflection spread, metallic classifies conductors, ambient occlusion adds limited local contact shading, and emission identifies self-lit regions.
Release notes
What changed?
- : Canonical guide created Combined the permanent map definitions, channel-selection guidance, and engine handoff rules into one maintained reference.
Direct answer
What are PBR texture maps?
Use only the maps the target shader actually reads. Start with base color, normal, and roughness; add metallic for mixed metal and dielectric surfaces, AO when the renderer provides a dedicated input, height only when the shader displaces or parallax-maps the surface, and emission only for self-lit regions.
Where PLAYTEX AI fits: Use this page to decide which channels the material needs. Use PBR Map Generator to derive and review a coordinated stack from one approved source, then validate the maps and configure them in the destination engine. Generated values are an authoring interpretation of the visible image, not laboratory measurements of the material.
What you will get
- Identify the job and expected data range of each common PBR channel.
- Choose a smaller map set based on the shader rather than exporting every possible texture.
- Separate color data, direction data, scalar masks, and displacement data at import time.
- Recognize common channel mistakes before they reach an engine build.
Best use cases
- Choosing which maps a prop, environment tile, character, or stylized material actually needs.
- Diagnosing why a material looks too glossy, inside-out, dirty, flat, or self-illuminated.
- Mapping exported files to Blender, Unity, Unreal Engine, Roblox, or glTF material inputs.
- Planning channel packing and texture-memory use for a production asset.
Acceptance test
Approve the asset only when these are true
- Confirm the destination shader and packing convention before authoring channels.
- Keep base color and emissive color in sRGB; keep scalar data and normal maps linear.
- Use one UV layout and matching dimensions for every coordinated map.
- Check normal orientation, roughness response, metalness classes, and seams in a lit scene.
- Remove unused maps instead of paying memory and bandwidth for channels the shader ignores.
Settings Reference
Color and light-producing maps
These channels contain visible color or add light contribution and are normally treated as sRGB color data.
- Base color / albedo: Stores the intrinsic surface color without baked directional lighting, glossy highlights, or view-dependent reflections. Correct it when shadows, highlights, white balance, or captured perspective are painted into the source.
- Emission / emissive: Marks regions that contribute visible self-lit color independently of ordinary reflected light. Use it for screens, lamps, neon, lava, powered panels, and stylized glow—not as a substitute for scene lighting.
Surface-direction and relief maps
These channels change how the surface faces light or how the shader offsets geometry.
- Normal map: Stores an XYZ direction in RGB so small surface detail changes lighting without adding mesh geometry. Confirm tangent space, green-channel orientation, strength, and linear import whenever lighting appears inverted or swollen. Use Normal Map vs Bump Map when the representation choice is still unresolved.
- Height / displacement map: Stores scalar relief, commonly black for low and white for high, for parallax, tessellation, or displacement workflows. Use it only when the destination shader consumes height; verify midpoint and displacement scale before export.
Material-response masks
These grayscale or mask channels should normally be imported as linear data.
- Roughness / smoothness: Controls reflection spread. Higher roughness produces broader, dimmer highlights; smoothness is the inverse convention. Tune it under moving reflections. Avoid judging it from the grayscale map alone.
- Metallic / metalness: Classifies surface regions as conductors or dielectrics and changes how the shader divides reflected and diffuse light. Keep clean material regions near black or white; preserve intentional transition pixels, corrosion, dirt, and antialiasing.
- Ambient occlusion: Applies limited local attenuation in cavities and contact regions when the renderer provides an AO input. Reduce it when lighting looks double-baked or dirty; do not paint broad cast shadows into AO.
- Opacity / alpha: Controls cutout or transparency coverage according to the material blend mode. Choose cutout, blend, or opaque behavior explicitly and remove unused alpha when it changes compression or memory cost.
Choose and verify a PBR map set
A PBR material separates visible surface properties into coordinated texture maps. Base color describes surface color, normal and height describe relief, roughness controls reflection spread, metallic classifies conductors, ambient occlusion adds limited local contact shading, and emission identifies self-lit regions.
Step 1: Identify the destination shader
List the inputs the renderer exposes, including whether it expects roughness or smoothness, OpenGL or DirectX normals, a separate AO input, displacement support, and any packed-channel layout.
Step 2: Approve the base-color source
Remove perspective distortion, baked shadows, highlights, and unwanted seams before deriving technical maps. Errors in the source propagate into every generated channel.
Step 3: Build only the required maps
Generate the coordinated channels from the same source and dimensions. Treat metallic, roughness, height, AO, and emission as editable interpretations that require visual review.
Step 4: Validate data meaning
Check that color maps remain color, scalar maps remain grayscale where expected, normal vectors are valid, and all files share the same UV layout and dimensions.
Step 5: Test under neutral and production lighting
Rotate the material under a neutral environment first, then test it in the actual scene. Roughness, normals, emission, and AO cannot be judged reliably from flat thumbnails alone. If the surface remains unexpectedly glossy, run the roughness troubleshooting guide before retuning unrelated channels.
PBR map roles at a glance
| Map | What it controls | Typical data | Use when |
|---|---|---|---|
| Base color / albedo | Intrinsic surface color | sRGB RGB | Every visible material |
| Normal | Per-pixel surface direction | Linear RGB vector | Small relief should affect lighting |
| Roughness | Reflection spread | Linear grayscale | The shader exposes roughness |
| Metallic | Metal versus dielectric class | Linear mask | The surface contains metal regions |
| Ambient occlusion | Local cavity attenuation | Linear grayscale | The renderer exposes an AO input |
| Height | Scalar relief or displacement | Linear grayscale | Parallax or displacement is enabled |
| Emission | Self-lit contribution | sRGB color or mask | Specific regions should glow |
| Opacity | Cutout or transparency | Linear mask/alpha | The material is not fully opaque |
Common Pitfalls
- Exporting every available map even when the shader ignores several of them.
- Treating a normal map as sRGB color or treating base color as linear scalar data.
- Using a metallic map as a gray shininess control instead of a material-class mask.
- Multiplying broad shadows into AO and then lighting the same shadow a second time in the engine.
- Confusing height with normal data or expecting either map to change the mesh silhouette automatically.
- Packing channels before confirming each source map and the target packing convention.
Which PBR texture maps are essential?
Base color, normal, and roughness form a common practical starting set. Metallic is essential for mixed metal and non-metal materials. AO, height, emission, and opacity are conditional on the surface and shader.
Is albedo the same as diffuse?
They are often used interchangeably in production, but an albedo or base-color input in a metalness workflow should exclude directional lighting and follow the renderer’s physically based expectations.
Is smoothness the same as roughness?
They describe inverse conventions: normalized smoothness equals one minus roughness. Confirm which convention and channel the destination shader expects.
Can one photo contain physically accurate PBR properties?
No. A single lit image does not directly measure hidden geometry or independent roughness, metalness, height, and AO. It can support useful authoring estimates, but the maps still require material knowledge and scene review.
What is an ORM texture?
ORM commonly packs occlusion into red, roughness into green, and metallic into blue for glTF-style workflows. Other engines use different packed layouts, so verify the destination convention.
Open the live workflow that this guide is documenting.
What Is a Roughness Map? Values, Smoothness, and PBR SetupA roughness map stores a 0–1 value per texel that controls how narrowly or broadly a material’s specular reflection is distributed. Black (0) is smooth with a tight, sharp highlight; white (1) is rough with a broad, lower peak. It does not by itself decide whether a surface is metal or set a dielectric’s base reflectance.
Normal Map vs Bump MapChoose a normal map for portable RGB surface directions. Keep a bump map when your shader accepts grayscale height or you still need editable relief. Neither changes silhouette.
How to Create PBR Textures: A Production Workflow from Source to EngineCreate a PBR texture by preparing a neutral, tile-safe source; deriving a coordinated map set; reviewing each channel as data and as a lit material; validating dimensions, normals, seams, and classifications; then exporting with the destination engine’s color-space, normal, and packing conventions.
Why Is My Emission Map Not Glowing?An emission map makes selected pixels self-lit, but it does not create a visible halo or light nearby objects by itself. Assign the map, use a non-black emissive color, raise material intensity into HDR when the renderer requires it, enable bloom, then hold exposure steady while you test.
PBR Map Generator: Create Normal, Roughness, AO, Height, Metallic, and Emission MapsTurn one viable image or source-guided hybrid setup into a coherent map stack, review every channel as part of one material system, and export for the renderer you actually use.
The Game Developer's PBR Texture HandbookAs of August 2026, this handbook gives game developers and material artists one engine-aware PBR texture system: map semantics, base color and delighting, normals and height, roughness, metallic classification, support maps, seamless authoring, calibrated material families, controlled-light review, color space, formats, channel packing, eight renderer targets, runtime budgets, production QA, and troubleshooting.
Image to Texture: Convert a Photo into a Seamless TextureExtract a usable surface from a photo, scan, artwork crop, or generated reference; correct the source problems first; then tune seamless reconstruction while protecting the material character.