Pbr Texture Converter: Spec/Gloss ⇄ Metal/Rough

vladislavsh in Asset Management


BLENDER TEXTURE-CONVERTER WORKFLOW ADD-ON

PBR TEXTURE
CONVERTER

Move between Specular / Glossiness and Metallic / Roughness workflows directly in Blender.

BLENDER 4.2–5.2 BIDIRECTIONAL SINGLE · BATCH · OBJECT

PBR Texture Converter is an all-in-one, bi-directional texture conversion suite designed for 3D artists, game developers, and ArchViz professionals working in Blender. Seamlessly convert texture maps and shader workflows between Specular / Glossiness and Metallic / Roughness with 100% mathematical precision and zero quality loss.

No more manual node juggling or switching to external software when bringing V-Ray, Corona, or 3ds Max assets into Blender, Unreal Engine, or Unity.


ONE ADD-ON · BOTH PBR WORKFLOWS

01 / HOW YOU WORK

Three modes. One conversion workflow.

Choose the scale that fits the job, from one texture set to a folder or selected Blender objects.

01 · SINGLE MODE

Interactive slot layout with live high-fidelity previews, 1-click direction swap, and real-time conversion.

02 · BATCH MODE

Convert entire folders or texture collections simultaneously with intelligent automatic material grouping.

03 · OBJECT MODE

Convert textures directly from materials on selected 3D objects in the viewport with automatic non-destructive material assignment (_Converted) and procedural emission baking.

02 / THE CONVERSION

Go in either direction.

SPECULAR / GLOSSINESS → METALLIC / ROUGHNESS

Inputs   Diffuse + Specular (RGB) + Glossiness

Outputs   Base Color (Albedo) + Metallic + Roughness (or Packed MRA)

METALLIC / ROUGHNESS → SPECULAR / GLOSSINESS

Inputs   Base Color (Albedo) + Metallic + Roughness

Outputs   Diffuse + Specular (RGB) + Glossiness

03 / DETAILS THAT SAVE TIME

Everything around the conversion, handled.

Clipboard paste · Paste texture maps directly from your clipboard into any channel slot with Ctrl+V, without browsing files.

MRA channel packing · Automatically pack Metallic into Red, Roughness into Green, and Ambient Occlusion (1.0) into Blue for game engine optimization (Unreal Engine, Unity, Godot).

Smart shader material builder · Automatically creates ready-to-render shader setups using native Principled BSDF (for Metallic/Roughness) or Specular BSDF (for Specular/Glossiness).

Customizable suffix rules · Full tabular UI for defining custom naming conventions (_diffuse, _albedo, _specular, _metal, _roughness) with instant add, delete, and restore defaults.

Flexible saving options · Keep converted maps in-memory for instant rendering or export them to disk with custom directory support.

32-bit floating-point math · High-precision color and channel calculations preventing banding and artifacts.

04 / MADE FOR YOUR PIPELINE

From legacy assets to game-ready maps.

Game Developers & Tech Artists
Preparing assets for Unreal Engine, Unity, and Godot.

ArchViz Artists
Converting legacy 3ds Max / V-Ray / Corona model libraries into modern Blender / Cycles materials.

3D & Texture Artists
Streamlining texture channel packing and format translation without leaving Blender.

PBR TEXTURE CONVERTER

Convert the maps. Keep the workflow moving.


$10.99

Support Period Included

Includes 12 months of

Extend this product’s Support Period +12 months: 50% of product price

Have questions before purchasing?
Login to message

Details
Blender Extension Compatible Yes
Rating
1 ratings
Dev Fund Contributor
Published 1 day ago
Blender Version 4.2 - 5.2
Extension Type Add-on
Render Engine Used Cycles, Eevee
License GPL