Tutorial PBR Metal Rough Redshift

These lessons will show you how to best use the textures for the different renders and game engine

Redshift | Maya

REDSHIFT for Maya

Used maps: Diffuse, Metalness, Roughness, Normal_GL, Height, AO
Texture
Color Space
Redshift Material
Base Color
sRGB
Diffuse / Color
Roughness
RAW + alpha is luminance
Reflection / Roughness
Metallic
RAW + alpha is luminance
Reflection / Metalness
Normal (OpenGL)
RAW
Overall / Bump Map / rsNormalMap (if necessary enable Flip Normal Y)
Redshift material
 
* Set BRDF to GGX
* Set the Fresnel Type to Metalness
Gamma Settings
Make sure you have Color Management Enabled. When importing a bitmap, you need to properly set the gamma for the color space. You can do on the file node Color Space. For grayscale maps such as metallic and roughness, you need to also enable "alpha is luminance."
Redshift | 3D Studio Max

REDSHIFT for 3D Studio Max

Used maps: Diffuse, Metalness, Roughness, Normal_GL, Height, AO
Textures
Gamma Import
Redshift Material
Base color
automatic
Diffuse / Color
Roughness
override 1.0
Reflection / Roughness
Metallic
override 1.0
Reflection / Metalness
Normal (OpenGL)
override 1.0
Redshift Normal Map (if necessary enable Flip Normal Y)
Redshift Material
 
* Set Reflection / BRDF to GGX
* Set Reflection / Fresnel to Metalness
Gamma Settings
When importing a bitmap, you need to properly set the gamma. You can do this on the import window with the Override control.
Override 1.0 = linear Override 2.2 = sRGB