VMrender.com — OBJ Bundle
==========================

Files you'll see in this zip:
  model.obj             Geometry
  model.mtl             Material library (auto-loaded with the OBJ)
  model_albedo.png      Base color  (already wired via the MTL)
  model_roughness.png   Roughness map   — manual assign
  model_metallic.png    Metallic map    — manual assign
  model_normal.png      Normal map      — manual assign
  model_emissive.png    Emissive map    — only if the model has one

Why the manual step?
--------------------
The OBJ format only supports basic color and bump, so the realistic
"shiny" look from the VMrender preview needs the extra PBR maps assigned
by hand inside your software. It is a ~30-second job per import. The
maps themselves are already baked correctly; you just point each slot
at the matching file.

Prefer no setup at all? Use the .glb from the same job — it carries all
PBR maps pre-wired and drops straight into Unreal, Blender, Twinmotion,
or any glTF viewer. The OBJ is the right choice when you need editable
geometry in Rhino / SketchUp / 3ds Max / C4D.

────────────────────────────────────────────────────────────────
RHINO 7 / 8
────────────────────────────────────────────────────────────────
1. File > Import > model.obj  (the base color appears automatically)
2. Select the imported object. Open Properties > Material.
3. Click the material name. Change "Type" to "Physically Based".
4. Assign the maps:
     Base Color  -> model_albedo.png
     Roughness   -> model_roughness.png
     Metallic    -> model_metallic.png
     Bump        -> model_normal.png   (change the map type to "Normal")
5. Switch the viewport to "Rendered" display mode to preview.

────────────────────────────────────────────────────────────────
3DS MAX
────────────────────────────────────────────────────────────────
1. File > Import > model.obj
2. Open the Material Editor and create a Physical Material.
3. Drag each PNG into the matching slot:
     Base Color Map      -> model_albedo.png
     Roughness Map       -> model_roughness.png
     Metalness Map       -> model_metallic.png
     Bump Map            -> model_normal.png (via a Normal Bump map)
4. Apply the material to the imported mesh.

────────────────────────────────────────────────────────────────
CINEMA 4D
────────────────────────────────────────────────────────────────
1. File > Open > model.obj
2. Create a new Standard or Redshift PBR material.
3. Load each PNG into the matching channel:
     Color                -> model_albedo.png
     Roughness            -> model_roughness.png
     Reflectance/Metallic -> model_metallic.png
     Normal               -> model_normal.png
4. Apply to the mesh.

────────────────────────────────────────────────────────────────
SKETCHUP
────────────────────────────────────────────────────────────────
SketchUp's native materials don't support PBR — the base color imports
automatically via the MTL, which is the most SketchUp can show on its
own. For a shiny rendered look, use V-Ray, Enscape, or Twinmotion and
assign the roughness / metallic / normal maps inside that plugin's
material editor (the slot names are the same as above).

────────────────────────────────────────────────────────────────
Questions? hello@vmrender.com
