I found this (free) nice brick PBR material :
I would like to use it in Blender. I had never heard of PBR before. So when I unpack the zip, I get those files :
- Brick_Wall.sbsar
- Brick_Wall_D.tga
- Brick_Wall_H.tga
- Brick_Wall_N.tga
- Brick_Wall_RMA.tga
I've understood that sbar is a property format and is not supported by Blender. So I have to build my own material using those textures.
I've read this tutorial to learn how to setup it.
I added a principled BSDF node and linked it like that :
- Brick_Wall_D.tga > base color
- Brick_Wall_H.tga > metallic
- Brick_Wall_N.tga > (normal map) > normal
Is that correct ?
But then, I miss the roughness map. I read here that
RMA is a type of packed map which contains Roughness + Metallic + Ambient occlusion, which are used with PBR (Physically Based Rendering).
and here that you can extract channels in the node setup by using a "separate RGB" node.
Thus, what should I use and how should it setup that ? Maybe I should use only the RMA file ?
Thanks a lot.