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.