The different PBR maps on ambientCG #

Here is a quick overview over all the texture maps and their names that ambientCG uses in PBR materials.

Common Maps #

![Untitled (6)](img/Untitled (6).png)

Most PBR materials will have either all or some of the following maps:

_Color #

The color map of the material. Some programs also call it “Albedo”, “Diffuse”, or “Base Color”.manholecover04_col

_Displacement #

It defines the height/displacement of the material. Using this in combination with very-high-poly geometry allows for more detailed surfaces.manholecover04_disp

_Normal #

The normal map defines the normal vector of the surface at a given point.

Please note that the normal maps on ambientCG are in the DirectX-format. This may require manual changes depending on your software.manholecover04_nrm

_Ambient Occlusion #

Ambient occlusion serves to fake the tiny, soft shadows that the material is throwing onto itself. This causes crevices to be a little bit darker. The ambient occlusion map simply gets multiplied with the color map. Therefore the dark parts of the map also darken the final color map while the white parts leave it untouched.manholecover04_ao

_Roughness #

This map describes the roughness of the material. If this image is closer to black that means that the material appears to be very shiny. Consequently an almost white image means that the material has a very diffuse look.manholecover04_rgh

_Opacity #

A black and white map to define the opacity of the material.

Please note that some older textures use the _mask or _Opacity suffix for other purposes. In that case you can ignore them.manholecover04_mask

_Metalness #

Defines whether a part of the surface is metallic or dielectric.manholecover04_met

Less common maps #

![Untitled (7)](img/Untitled (7).png)

There are a other types of maps which are less common but still get used occasionally, for example on materials which emit light or on surface imperfections.

_Emission #

This map defines the light that a material emits.

Variants (_var1 / _var2) #

Some surface imperfection materials use these suffixes to indicate different versions of the map, these are often inverted versions or versions with increased contrast.

Special Terrain Maps #

![Untitled (8)](img/Untitled (8).png)

Terrains have their own map system. The main Height Maps and Models do not have a map name beyond their resolution, but the Additional Maps do have names.

_Color #

_Details #

_Flow #

_Protrusion #

_Soil #

Models #

![Untitled (9)](img/Untitled (9).png)

Models usually come with Color, Normal and Ambient Occlusion maps.