How to use A23D PBR Textures in D5 Render

This guide explains how to apply A23D PBR texture maps to materials in D5 Render using the Material Editor.

1. Download and Extract the Texture Set

  1. Sign in to your A23D account.
  2. Browse to the texture you want to use.
  3. In the Software dropdown on the asset page, select D5 Render. A23D automatically delivers the PBR texture set in the format best suited to D5 Render (PNG maps) - no manual format selection required.
  4. Click Download, save the .zip, and extract (unzip) the archive.

2. Select the Object and Open the Material Editor

  1. Click on the model in the D5 Render viewport to select it.
  2. In the Properties panel on the right side of the interface, find the Material section.
  3. If the object has multiple material slots, click the specific slot you want to edit.
  4. Click the material thumbnail or the Edit Material button to open the Material Editor panel.

3. Assign A23D PBR Texture Maps in the Material Editor

D5 Render's Material Editor shows PBR channel slots as rows with a thumbnail and a file icon. Click the folder icon next to each slot to browse for the corresponding A23D texture file. If D5's batch import button is available in your version, select all relevant maps at once and confirm the automatic slot matching.

D5 Render Material SlotA23D Map to UseNotes
Base ColorA23DTEX_Albedo.pngLoad as the primary surface color.
RoughnessA23DTEX_Roughness.pngWhite = rough/matte; black = smooth/glossy.
MetallicA23DTEX_Metalness.pngWhite = metal; black = non-metal.
Normal MapA23DTEX_Normal.pngIf the surface looks inverted, flip the green channel before import or use D5's normal option if available.
Ambient OcclusionA23DTEX_AmbientOcclusion.pngAdds contact shadow detail.
DisplacementA23DTEX_Height.pngLoad into the displacement/height slot and start with a small strength value.

4. Adjust Texture Tiling

If the texture appears too large or too small on the surface:

  1. In the Material Editor, look for the Tiling or UV Scale fields below the texture thumbnails.
  2. Adjust the U Tiling and V Tiling values.
  3. Use Lock Aspect Ratio to maintain uniform scaling across U and V.
  4. For most architectural materials, use a tiling value that matches the material's real-world scale.

5. Use the Displacement Slot for Surface Depth

D5 Render supports displacement-style surface depth through the material editor:

  1. Load A23DTEX_Height.png into the Displacement or Height slot.
  2. Set the displacement height to a small value initially, then increase until the relief reads correctly.
  3. Avoid excessive values, which can make edges look broken or inflated.

Additional Resources

🔗 D5 Material Documentation