You generated a PBR texture set in Grix. Now what? This guide covers the complete Blender setup for albedo, normal, roughness, metalness, and height maps — correctly, without the guesswork.

What You Get from Grix

Every Grix generation produces five maps as separate PNG files:

All five need to be wired into Blender's Principled BSDF shader correctly. Here's exactly how.

Step 1: Create a New Material

In Blender, select your mesh and open the Shader Editor. Create a new material. You'll start with a Principled BSDF already connected to a Material Output node — that's your target.

Step 2: Albedo (Base Color)

Add an Image Texture node (Shift+A → Texture → Image Texture). Load your albedo PNG. Make sure the Color Space is set to sRGB — this is the default, and it's correct for color data. Connect the Color output to Base Color on the Principled BSDF.

Step 3: Normal Map

Add a new Image Texture node for the normal map. Critical: set Color Space to Non-Color — normal maps contain vector data, not color. Add a Normal Map node (Shift+A → Vector → Normal Map). Connect Image Texture Color → Normal Map Color → Principled BSDF Normal.

Grix outputs OpenGL normal maps (green channel up), which is Blender's native format. No channel swapping needed.

Step 4: Roughness

Another Image Texture node, Color Space = Non-Color. Connect Color → Roughness on Principled BSDF. That's it — Grix roughness maps are ready to use directly.

Step 5: Metalness

Same pattern. Image Texture, Color Space = Non-Color. Connect Color → Metallic. For most non-metal materials, this map will be mostly black — that's correct.

Step 6: Height / Displacement

For real geometric displacement (requires Cycles, not Eevee): Add Image Texture, Color Space = Non-Color. Add a Displacement node (Shift+A → Vector → Displacement). Connect Image Texture → Displacement Height → Material Output Displacement.

In the material settings, set Displacement to Displacement Only or Both. In your mesh modifier stack, add a Subdivision Surface modifier with enough subdivisions to hold the detail. Scale the Displacement node's Scale value (0.05–0.2 is typical for fine surface detail).

For Eevee or when you want a lightweight bump effect instead, use a Bump node instead: Height → Bump Height → Principled BSDF Normal.

Tiling Setup

Grix textures are seamlessly tiling. To control repeat scale, add a Mapping node and a Texture Coordinate node before your Image Texture nodes. Wire Texture Coordinate UV → Mapping Vector → (all) Image Texture Vector inputs. Adjust the Mapping node's Scale X and Y to control how many times the texture tiles across the UV space.

Connect one Mapping and Texture Coordinate pair to all five Image Texture nodes — they share the same UV space.

Final Node Setup Summary

The complete setup for every Grix material in Blender:

  1. Texture Coordinate → Mapping (shared for all maps)
  2. Image Texture (Albedo, sRGB) → Principled BSDF Base Color
  3. Image Texture (Normal, Non-Color) → Normal Map → Principled BSDF Normal
  4. Image Texture (Roughness, Non-Color) → Principled BSDF Roughness
  5. Image Texture (Metalness, Non-Color) → Principled BSDF Metallic
  6. Image Texture (Height, Non-Color) → Displacement → Material Output Displacement

Generate More Materials

The same setup works for every Grix output. Generate a library of materials with a consistent node setup, then swap the Image Texture paths per material. Start generating at grixai.com/try — first three a day are free.

For a complete overview of writing effective prompts and getting clean PBR output, see AI texture generator from text: PBR materials without a photo reference. For the full end-to-end workflow across all engines, see the AI PBR texture generator workflow guide.