Using textures in PBR shaders
Alric
Posts: 148
in The Commons
I downloaded a kit from KitBash3d and they come with a ton of images for the materials. Each material has the following images:
AO (presumably Ambient Occlusion)
BaseColor
Height
Mettallic
Normal
Roughness
I have two questions. What is the best shader to start with? Different shaders have different nodes so is there a base PBR shader?
Secondly where do the images go? BaseColor and Normal are easy but where do height, Roughness, and Metallic go? Also I haven't seen an ao node in awhile, is ao still a thing?

Comments
Iray Uber base will give you the standard Iray PBR shader.
Height is displacement, or bump.
Roughness could be used in various places, Difuse Roughness would be the obvious one to try
Metalic would probably go in Metallicity, assuming it governs how the surface reacts to light (di-electric or not)
Unless things have changed, Iray doesn't do displacement very well because it's very dependent on mesh density, where some other render engines can do the subdivision at render time.
Dual Lobe Specular Roughness is actually the more logical place to put it, as well as things like Glossy or Top Coat Roughness.
Working on it. So far results are promising. Lots of textures to set though.
If you have many sets to transfer, i suggest some tool to help along the way:
https://www.daz3d.com/blender-to-daz-studio-plugin
Not a perfect, but i imagine can save a lot of time.
That does look useful! A bit pricey for me right now but I will definitely wishlist it.
And I'm glad I waited two hours because now it's on deep sale. Woo Hoo!
It has, Iray can now do at least a form of sub-polygon displacement without requiring explicit levels of SubD.