How to use A23D PBR Textures in Enscape

This guide explains how to apply A23D PBR texture maps in Enscape through the Enscape Material Editor inside Revit, SketchUp, Rhino, Archicad, or Vectorworks.

Support note: Enscape has a partial PBR workflow compared with full DCC renderers. It supports the core visual maps needed for real-time architectural rendering, but not every map has a dedicated slot in every host/version.

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 Enscape. A23D automatically delivers the PBR texture set in the format best suited to Enscape (PNG maps) - no manual format selection required.
  4. Click Download, save the .zip, and extract it. You will find files such as:
  • A23DTEX_Albedo.png
  • A23DTEX_Normal.png
  • A23DTEX_Roughness.png
  • A23DTEX_Metalness.png
  • A23DTEX_Height.png
  • A23DTEX_Opacity.png where applicable

2. Create or Select a Host Material

  1. In your host application, create a new material or select an existing material assigned to the object.
  2. Open the Enscape Material Editor from the Enscape toolbar/ribbon.
  3. Select the host material from the material list.
  4. Choose the closest Enscape material type:
  • Generic for most surfaces
  • Foliage for leaves or thin translucent materials
  • Glass for transparent glass-like surfaces
  • Self-Illuminated for emissive materials

3. Assign A23D PBR Texture Maps

Use the Enscape Material Editor controls exposed for the selected material type:

Enscape Material InputA23D Map to UseNotes
Albedo / ColorA23DTEX_Albedo.pngBase color texture.
RoughnessA23DTEX_Roughness.pngWhite = rough/matte; black = smooth/glossy.
Normal / BumpA23DTEX_Normal.pngUse the normal/bump slot when available.
Height / DisplacementA23DTEX_Height.pngUse only when your Enscape material exposes a height/displacement option.
Opacity / MaskA23DTEX_Opacity.pngUse for cutout or transparent materials.
MetallicA23DTEX_Metalness.pngUse where the selected material type/version exposes a metallic control.

Ambient occlusion is usually not required as a separate Enscape input because Enscape computes contact shadows and ambient occlusion in real time from the scene geometry.

4. Check Normal Direction

If surface detail looks inverted:

  1. Open the normal/bump map settings.
  2. Use Enscape's invert option if available, or flip the green channel in an image editor and reload the map.
  3. Compare the result under direct light to make sure grooves and raised areas read correctly.

5. Apply the Material in the Host

After configuring the material in the Enscape Material Editor, apply it using the host application's normal material assignment workflow. Enscape updates the viewport in real time.

Additional Resources

Enscape Custom Asset Library Documentation