PBR material : how to use a RMA file in Blender? I found this (free) nice brick PBR material :



I would like to use it in Blender. I had never heard of PBR before.
So when I unpack the zip, I get those files :


Brick_Wall.sbsar
Brick_Wall_D.tga
Brick_Wall_H.tga
Brick_Wall_N.tga
Brick_Wall_RMA.tga


I've understood that sbar is a property format and is not supported by Blender.  So I have to build my own material using those textures.



I've read this tutorial to learn how to setup it.

I added a principled BSDF node and linked it like that :


Brick_Wall_D.tga > base color
Brick_Wall_H.tga > metallic
Brick_Wall_N.tga > (normal map) > normal


Is that correct ?

But then, I miss the roughness map.
I read here that 


  RMA is a type of packed map which contains Roughness + Metallic +
  Ambient occlusion, which are used with PBR (Physically Based
  Rendering).


and here that you can extract channels in the node setup by using a "separate RGB" node.

Thus, what should I use and how should it setup that ?
Maybe I should use only the RMA file ?

Thanks a lot.
You don't need the height map for this.. the normal map will work fine (make sure to add the vector Normal Map and make the image texture non-color).

The RMA works like this.. add the RMA image texture and then add a "Separate RGB" node.  Each channel in the RMA is an input into your BSDF shader.  Most of the time it's this...


Red = Ambient Occlusion (you can add this with a multiply on your Base Color if you want)
Green = Roughness
Blue = Metalic


I know this is an old question but maybe this will help others as this comes up early on Google for RMA and Blender.