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
- Sign in to your A23D account.
- Browse to the texture you want to use.
- 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.
- Click Download, save the
.zip, and extract it to access the texture files:
A23DTEX_Albedo.pngA23DTEX_Normal.pngA23DTEX_Roughness.pngA23DTEX_Metalness.pngA23DTEX_AmbientOcclusion.pngA23DTEX_Height.pngA23DTEX_Opacity.png(where applicable)
2. Create an Octane Universal Material
- In your host's Material Manager / Hypershade / Shader Editor, create a new Octane Universal Material (right-click -> Octane -> Universal Material).
- 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 Input | A23D Map | Notes |
|---|---|---|
| Albedo | A23DTEX_Albedo.png | Set Color Space = sRGB. |
| Normal | A23DTEX_Normal.png | Use the Image Texture node, switch type to Normal; Color Space = Linear. |
| Roughness | A23DTEX_Roughness.png | Color Space = Linear. |
| Metallic | A23DTEX_Metalness.png | Color Space = Linear. |
| Displacement | A23DTEX_Height.png | Connect via a Texture Displacement node attached to the material's Displacement input. |
| Opacity | A23DTEX_Opacity.png | Color Space = Linear. |
| Emission | A23DTEX_Emissive.png | Optional, for self-illuminated surfaces. |
| AO | A23DTEX_AmbientOcclusion.png | Multiply with Albedo, or use the dedicated AO input where exposed. |
4. Configure Displacement (optional)
- Add an Octane Texture Displacement node and connect the Height map.
- Plug the Texture Displacement output into the Universal Material's Displacement input.
- Set Mid Level to ~0.5 and Height to a small real-world value (e.g., 1-3 cm for typical surfaces).
- 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
Need some help?
Contact our team at support@a23d.co