How to use A23D PBR Textures in Nuke
This guide explains how to apply A23D PBR texture maps to geometry in Foundry Nuke using either the modern USD/MaterialX 3D workflow or the classic Texture, PrincipledBRDF, and ApplyMaterial nodes.
1. Download and Extract the Texture Set
- Sign in to your A23D account.
- Browse to the texture you want to use.
- In the Software dropdown on the asset page, select Nuke.
- A23D automatically delivers the texture set in the format best suited to Nuke (JPG maps) - no manual format selection required.
- Click Download and save the
.zipto a known location on your computer. - Extract (unzip) the archive. You will find:
A23DTEX_Albedo.jpg- Base colorA23DTEX_Normal.jpg- Tangent-space normal mapA23DTEX_Roughness.jpg- Surface roughnessA23DTEX_Metalness.jpg- Metallic valuesA23DTEX_AmbientOcclusion.jpg- Ambient occlusion
2. Create a Shader Network
For current USD-based Nuke workflows, use MtlXStandardSurface and bind it to imported geometry with the USD material-binding workflow. Connect A23D maps to Base Color, Specular Roughness, Metalness, Normal, and Emission inputs as needed.
For classic Nuke 3D workflows:
- In the Node Graph, create a PrincipledBRDF shader node (3D > Shader > PrincipledBRDF).
Note: For Nuke versions without PrincipledBRDF, use a Phong shader node (3D > Shader > Phong) and connect diffuse + specular maps. The Principled BRDF gives a more physically accurate PBR result.
- This shader node will receive the A23D texture inputs and output a PBR-style material for Nuke's classic 3D system.
3. Load A23D PBR Texture Maps
For each texture channel, create a Texture node (3D > Shader > Texture), point its file field to the corresponding A23D map, and connect its output to the shader:
| Nuke Shader Input | A23D Map to Use | Notes |
|---|---|---|
| base color / diffuse | A23DTEX_Albedo.jpg | Connect a Texture node (sRGB) to the base color/diffuse input. |
| roughness | A23DTEX_Roughness.jpg | Connect a Texture node (linear). White = rough, Black = smooth. |
| metallic | A23DTEX_Metalness.jpg | Connect a Texture node (linear). White = metal, Black = non-metal. |
| normal | A23DTEX_Normal.jpg | Connect a Texture node (linear). Set the Texture node's vector type to Tangent Space Normal. |
| ambient occlusion | A23DTEX_AmbientOcclusion.jpg | Multiply with the Albedo via a Merge (multiply) node before connecting to diffuse. |
4. Apply the Material to Geometry
- Add an ApplyMaterial node (3D > Shader > ApplyMaterial) between your ReadGeo (or other geometry source) and the Scene node.
- Connect the PrincipledBRDF shader node's output to the material input of the ApplyMaterial node.
- Connect the ReadGeo output to the geometry input of the ApplyMaterial node.
- Connect the ApplyMaterial output to the Scene node.
5. Preview in the 3D Viewer
- Connect a Viewer node to the Scene node and switch it to the 3D viewport (press S or click the 3D mode button).
- Nuke's classic 3D viewer uses OpenGL for interactive display, so the shading is a preview approximation. The newer USD/Hydra viewer and MaterialX nodes provide a more modern material preview, but final render behavior still depends on the renderer used in the comp.
- Adjust texture connections or shader values and see the result updated in the viewer.
Additional Resources
For more details on Nuke's 3D shading system, refer to Foundry's official documentation:
Nuke Reference Guide - ApplyMaterial
Nuke Reference Guide - Phong
Need some help?
Contact our team at support@a23d.co