PBR stands for Physically Based Rendering. It’s a way to create materials that look realistic under all lighting conditions. You know that plasticky look some renders have? PBR helps avoid that.
A standard PBR setup usually includes:
Base Color (Albedo): The color of the material without lighting or shadows.
Roughness Map: Tells Blender how shiny or matte the surface should be.
Normal Map: Adds small surface detail without changing geometry.
Ambient Occlusion (AO): Enhances crevices and shadowed areas.
Height/Displacement Map: Adds actual geometry detail (if enabled).
With these maps combined, your materials behave much more like real-world surfaces. Metal looks like metal, stone looks like stone, and skin looks... not like plastic.
Start by Adding a Material
Select your object → Go to the Shader Editor → Click “New Material.”
Add Image Texture Nodes
Use Shift + A
→ Texture → Image Texture.
Load your Base Color map and plug it into the Base Color of the Principled BSDF shader.
Repeat for Roughness, Normal, and AO Maps
Roughness goes into the Roughness input.
For Normal, connect the Normal Map node in between.
AO can be multiplied with the Base Color (MixRGB node) to enhance depth.
Enable Displacement
This part is often skipped, but it’s a game-changer!
Go to the Material Settings → Set Displacement method to “Displacement and Bump.”
Plug your Height Map into a Displacement node → Connect to the Material Output’s Displacement input.
Tweak and Preview
Use the Material Preview
or render with Cycles to see accurate results.
Adjust the strength of your maps until the material looks just right.
Ah yes, the million-dollar question.
You can create your own (I do a lot of photogrammetry, which you can learn more about in future posts), or you can download completely free, CC0-licensed PBR texture packs at ShareTextures.com.
We’ve got everything:
Real scanned woods, stones, bricks
Grunge, sci-fi metals, fabrics
Seamless textures with full PBR support
Plus, all texture sets come with the maps Blender loves — no conversion necessary.
Use HDRIs for environment lighting to better preview your PBR materials.
Don’t forget to UV unwrap your model properly — the best textures won’t help if the mapping is distorted.
Always keep your normal maps in Non-Color mode in Blender!
If you’re doing animation, test how the material reacts under different lighting angles.