Custom Preview Materials - Help to understand inputs

I’m very new to rendering. Can someone help which image file should be given to which input of custom preview Materials?

image

Hi @Test_Neo ,

AO stands for Ambient Occlusion
Albedo, Diffuse, and sometimes Color are used interchangeably and this is what the material “looks like” if it had no lighting applied to it. Think a brick wall without any shadows for instance.

Normal, Bump, and Displacement and Parallax Occlusion are all related to depth. Normal and bump just make something look 3D, displacement maps move vertices so that a texture physically influences the depth/dimensionality of an object.

Roughness, Metallic, Reflection, Specular, Glossiness are all related to shinyness/reflectivity.

Given that the Custom Preview component you are using from the Human plugin only accepts two bitmaps (Diffuse and Transparency)

You should be using your BaseColor map in the diffuse input slot.

Transparency will control if you can see through the material. Transparency Bitmaps likely reads the black and white values of an image and makes the material more or less transparent based on that. If you had a zebra pattern in that slot, you would have transparent stripes and solid stripes of your material, if you had a solid gray bitmap the whole material would look about 50% translucent/transparent.

Hope that helps for now!