How to use A23D PBR Textures in Octane Render

This guide explains how to configure A23D PBR texture maps inside the Octane Universal Material for use with Octane Render across Cinema 4D, Blender, 3ds Max, Maya, Houdini, and Standalone.

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 Octane Render. A23D automatically delivers the PBR texture set in the format best suited to Octane Render (PNG maps) - no manual format selection required.
  4. Click Download, save the .zip, and extract it to access the texture files:
  • A23DTEX_Albedo.png
  • A23DTEX_Normal.png
  • A23DTEX_Roughness.png
  • A23DTEX_Metalness.png
  • A23DTEX_AmbientOcclusion.png
  • A23DTEX_Height.png
  • A23DTEX_Opacity.png (where applicable)

2. Create an Octane Universal Material

  1. In your host's Material Manager / Hypershade / Shader Editor, create a new Octane Universal Material (right-click -> Octane -> Universal Material).
  2. Open the material's Node Editor (Cinema 4D / Blender / Standalone) so you can connect Image texture nodes to each input.

3. Load A23D PBR Texture Maps

Connect each A23D map via an Image Texture node to the matching Universal Material input:

Octane Universal Material InputA23D MapNotes
AlbedoA23DTEX_Albedo.pngSet Color Space = sRGB.
NormalA23DTEX_Normal.pngUse the Image Texture node, switch type to Normal; Color Space = Linear.
RoughnessA23DTEX_Roughness.pngColor Space = Linear.
MetallicA23DTEX_Metalness.pngColor Space = Linear.
DisplacementA23DTEX_Height.pngConnect via a Texture Displacement node attached to the material's Displacement input.
OpacityA23DTEX_Opacity.pngColor Space = Linear.
EmissionA23DTEX_Emissive.pngOptional, for self-illuminated surfaces.
AOA23DTEX_AmbientOcclusion.pngMultiply with Albedo, or use the dedicated AO input where exposed.

4. Configure Displacement (optional)

  1. Add an Octane Texture Displacement node and connect the Height map.
  2. Plug the Texture Displacement output into the Universal Material's Displacement input.
  3. Set Mid Level to ~0.5 and Height to a small real-world value (e.g., 1-3 cm for typical surfaces).
  4. Increase the mesh's Subdivision in Octane's Object Layer to allow Octane to resolve the displacement detail at render time.

Additional Resources

Universal Material - OTOY Documentation
OTOY Octane Render Manuals