> For the complete documentation index, see [llms.txt](https://docs.bestway.com.ua/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.bestway.com.ua/textures-and-materials/physically-based-rendering/texture-conversion-to-pbr-materials-using-nvidia-texture-exporter.md).

# Texture conversion to PBR materials using Nvidia Texture Exporter

To convert textures into PBR materials using the Nvidia Texture Exporter, apply the following settings to ensure optimal results.

## General settings

* Generate mipmaps: ✔️
* mipmap options:
  * Filter type:
    * Box - for testing purposes
    * Kaiser - for production use
  * Override filter width : leave blank
  * Premultiplied alpha blending: leave blank
* Effects: leave blank
* Compression Effort:
  * Normal - for testing purposes
  * Production - for production use
* Scale / Bias output - do not use
* Wrap to output range: leave blank
* Scale alpha to mipmap coverage : leave blank

## Settings for leaf and grass textures

* Format: BC3
* Gamma Correct: ✔️
* Premultiplied alpha blending : leave blank
* Scale alpha to mipmap coverage : ✔️

## Settings for Diffuse texture maps

* Format: BC1 / BC1a / BC7
* Image Type: Color map
* Gamma Correct: ✔️

## Settings for Roughness, AO, Metallic maps

* Format: BC4u
* Image Type: Color map
* Gamma Correct: leave blank

## Settings for Normal maps

* Format: BC5u
* Image Type: Color map
* Gamma Correct: leave blank
