How to use Poliigon Textures in Blender
Poliigon Material Converter for Blender
Have you ever wanted to click a button and have your Poliigon materials instantly set up correctly with Blender and Cycles? The Poliigon material converter does just that, and is designed to remove the tedious process of having to plug maps in manually for every new material. Simply select the folder where your materials are located and convert!
Do you love to pick apart materials to see how they work? If so then we have some sample material project files, pre-made to work correctly in Blender. In many cases you can even take these materials and simply replace the various maps with those of another material type and have them work instantly!
Blender 2.79 and up
Sample Renderers Included:
- Cycles Renderer (with the Principled Shader)
Adding Surface Imperfections Maps
Surface Imperfection maps are special maps for adding dirt, dust, smudges or other wear to materials. Very helpful for breathing life into an otherwise boring material!
Using Displacement Maps
Step 1: After setting up the material look using the steps above, connect the DISP map to the Displacement Material Output. Use a Math node as Multiply, to control the strength.
Step 2: Set Feature Set to Experimental.
Step 3: Add a Subsurf modifier and check the Adaptive box. This will only appear if the Subsurf modifier is placed last in the modifier stack.
Using AO Maps
AO maps are great way to add realistic darkness to the crevices of your textures and can be easily added to your Cycles node setup.
As demonstrated in the image below, simply take your Diffuse and AO maps and then blend them together with a MixRGB node (set to multiply mode) and plugged into a master Diffuse shader. For extra control, place a ColorRamp node between the AO map and the MixRGB node to adjust the overall contrast strength. You can also adjust the overall AO visibility by changing the factor slider on the MixRGB node.
Useful External Videos:
How to Control HDR Shadows in Blender
In this short video, I'll show you how you can independently control the HDR shadow of your scene without affecting the background HDR.