How to use A23D PBR Textures in Redshift

This guide explains how to configure A23D PBR texture maps inside the RS Standard Material (or the OpenPBR Material in Redshift 2025.4+) for use with Maxon Redshift across Cinema 4D, Houdini, Maya, 3ds Max, and Blender.

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 Redshift. A23D automatically delivers the PBR texture set in the format best suited to Redshift (PNG maps) - no manual format selection required.
  4. Click Download and save the .zip to a known location on your computer.
  5. Extract (unzip) the archive. You will find:
  • A23DTEX_Albedo.png - Base color
  • A23DTEX_Normal.png - Tangent-space normal map
  • A23DTEX_Roughness.png - Surface roughness (white = rough, black = smooth)
  • A23DTEX_Metalness.png - Metallic values (white = metal, black = non-metal)
  • A23DTEX_AmbientOcclusion.png - Ambient occlusion
  • A23DTEX_Height.png - Height / displacement

2. Create an RS Standard Material

In your host application's material manager, create a new RS Standard Material:

  • Cinema 4D: Open the Material Manager, go to Create > Redshift Material.
  • Houdini: In a /mat network, add a Redshift Standard Material VOP.
  • Maya: In the Hypershade, create a Redshift Standard Material node.
  • 3ds Max: In the Material Editor, change a slot to Redshift Standard Material.
  • Blender: In the Shader Editor (with Redshift active), add a Redshift Standard Material node.

Once created, assign the material to the mesh object.

3. Open the Node Editor and Load Texture Maps

Open the material's node graph (Redshift Node Editor / Hypershade / Shader Editor) and connect each A23D map via an RS Texture (or TextureSampler) node:


RS Standard Material InputA23D Map to UseNotes
Base ColorA23DTEX_Albedo.pngSet Color Space to sRGB. Connect via RS Texture node -> Base Color input.
RoughnessA23DTEX_Roughness.pngSet Color Space to Raw / Linear. Connect to Roughness input.
MetalnessA23DTEX_Metalness.pngSet Color Space to Raw / Linear. Connect to Metalness input.
Bump Map (Normal)A23DTEX_Normal.pngConnect via an RS Normal Map node (set type to Tangent Space), then wire to the Bump Map input.
DisplacementA23DTEX_Height.pngConnect via an RS Displacement node to the material's Displacement output, then apply via Redshift Object Properties -> Displacement.
Ambient OcclusionA23DTEX_AmbientOcclusion.pngMultiply with Albedo using an RS Color Layer or Math node for added contact shadow detail.
OpacityA23DTEX_Opacity.pngConnect to the Opacity input for cutout or semi-transparent materials.

4. Configure Normal Map Correctly

The Normal map must be loaded through a dedicated normal map node:

  1. Add an RS Normal Map node to the shader graph.
  2. Load A23DTEX_Normal.png into the RS Normal Map's Input texture slot.
  3. Set its Input Type to Tangent Space Normal (not Height or Object Space).
  4. Set the RS Texture node's Color Space to Raw / Linear.
  5. Connect the RS Normal Map output to the RS Standard Material's Bump Map input.

5. Set Up Displacement (Optional)

  1. Add an RS Displacement node to the shader graph.
  2. Load A23DTEX_Height.png into the RS Displacement's Texture Map input (set Color Space to Raw).
  3. Connect the RS Displacement output to the material's Displacement output port.
  4. In the host's Redshift Object Properties for the mesh, enable Displacement and set Scale to a small real-world value (start at 1-5 cm and increase as needed).
  5. Enable Tessellation in the Redshift Object Properties to allow Redshift to add geometric detail for the displacement.

6. Adjust Gamma / Color Space

Correct color space settings are critical for accurate PBR shading:

A23D MapColor Space Setting
A23DTEX_Albedo.pngsRGB
A23DTEX_Normal.pngRaw / Linear
A23DTEX_Roughness.pngRaw / Linear
A23DTEX_Metalness.pngRaw / Linear
A23DTEX_AmbientOcclusion.pngRaw / Linear
A23DTEX_Height.pngRaw / Linear

Additional Resources

Redshift Documentation - Standard Material
Redshift Documentation - Displacement