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License information

Website & Licensing

All ambientCG assets are provided under theCreative Commons CC0 1.0 Universal License.This applies to the downloadable asset files and the material preview renders shown for each asset on the site. License details The Creative Commons CC0 license gives you...


Website & Licensing

ambientCG is website providing free textures, materials, 3D models and other resources for creating games, movies, and anything else related to the world of computer graphics. All assets are available under the CC0 License. Getting started You can start usin...

Website Settings

Website & Licensing

You can customize the website using the settings icons in the top right corner of the /list page. Quick settings The quick settings are contained in the top right corner of the /list page. You can use them to adjust the thumbnail size to your liking and chan...

Asset Types & Creation Methods

Website & Licensing

The assets on ambientCG were created using a number of different methods. You can filter them using the dropdown menu. Asset Types Type Description Example Material (PBR) A material with PBR maps.   Atlas (PBR) A set of individual objects cont...

Typical PBR Maps (Overview)

Using the Assets Materials

Here is a short explanation outlining the function of the different material maps included in the materials on ambientCG (and many other websites). Color The general color map of the material. Some programs also call it “Albedo”, “Diffuse”, or “Base Color”. ...

PBR Materials in Blender

Using the Assets Materials

Click on any images in this article to enlarge them. Basic Setup This is a node basic setup for adding a PBR material to Blender. This demo uses Manhole Cover 004 because is has all the relevant PBR maps. Microdisplacement Setup Microdisplacement allow...

About the ambientCG API

API Docs

I hope the assets and information are helpful to you. There is just one more thing I would like to tell you: In recent years the companies contacting me regarding this website have gotten bigger and bigger. This is not a problem in itself but I would like to ...

API Docs (v2)

API Docs

Calling the API The API can be called by sending GET-Requests to one of two endpoints<endpoint + GET-parameters> Both endpoints return two kinds of links for downloading files:downloadLink (recommended) will log the download in...

Nextcloud Access

Patreon Bonuses Nextcloud

What do I get with the special access? With the special access you can download all assets of ambientCG using a desktop application. This makes it much easier than clicking your way through the website. You will also get access to all the materials that are d...

Using the Nextcloud Desktop Client

Patreon Bonuses Nextcloud

This section will describe how to download all or some of the assets using the official Nextcloud client software. This is the easiest way to get all the files. At this point you should already have the credentials and should be able to log into the website (a...

Early Web Access

Patreon Bonuses

If you signed up to any tier that includes early access via Nextcloud you can also get early access via the website. Go to and log in with your Nextcloud account to gain access. The otherwise unreleased assets are marked with a ...

What is an 'HDRI environment'?

Using the Assets HDRIs

Lighting is hard When lighting a 3D scene for rendering (be it complex path tracing or much simpler shading in a realtime game) it needs a light definition for any shadows or interesting reflections to appear. A scene can be lit using simple light sources li...

PBR Theory


Before diving into the creation of PBR materials it is important to understand what "Physically Based Rendering" actually means. This page shows the technical background for PBR materials. If you don't already know how PBR materials work from a practical stan...

HDRI Theory


At first glance the HDRI images on ambientCG or other platforms may look like normal panorama images you can find anywhere else (like on Google StreetView). But if you have ever tried to light a scene with just a JPG panorama or a poorly made HDRI image you mi...

Approximating from a Bitmap

Creating PBR Materials General Workflows

As the easiest and fastest method of creating PBR materials this is the way that most people (including myself) create their textures when they start out. In this part we will shoot a number of overlapping images and stitch them together to one high-resolutio...


Creating PBR Materials General Workflows

Photogrammetry (sometimes called “photoscanning”) gives you significantly more accurate displacement maps than Bitmap approximation or Multi-angle techniques at the cost of being the most demanding way in terms of hardware, software and time. It works by takin...

Multi-Angle Lighting

Creating PBR Materials General Workflows

Creating PBR maps out of several different images with varying lighting can be a great way to get accurate normal- and displacement maps - but the method also comes with some limitations. How does it generally work? The camera is placed on a tripod above a s...

3D Photogrammetry

Creating PBR Materials General Workflows

Capturing process Setup I create the photos for 3D scans in an Amazon Basics Mobile Photo Studio (which I use without the front curtain). Initially I would just place the objects on the ground in inside it, but despite the uniform lighting the objects sti...

Ground 048

Creating PBR Materials Specific examples

Ground 048 is a plain dirt scan that can be used as the base ground for nature scenes, as a filler material for the crevasses between paving stones or to build other, more complex materials. The aim with this material was to create a dirt material with no la...