Using Superellipse PBR Textures in KeyShot
This guide will walk you through installing the Superellipse PBR Importer script and loading your texture packs into KeyShot as fully configured materials — in seconds.
What You'll Need
Before getting started, make sure you have the following:
- KeyShot Studio 2024 PRO (the material graph API used by this script is PRO-only — it will not work on a Standard licence)
- Windows or macOS
- Python 3.12 is not a separate download, it's bundled inside KeyShot already
- The Superellipse PBR Importer. Download it here
Why the Script Exists
KeyShot has no native PBR importer. When you purchase a Superellipse texture pack, you receive a folder of image maps — basecolor, roughness, metallic, normal, AO, height, and more. Without the script, combining those into a properly configured material means manually creating nodes, setting colour spaces, wiring every connection, and building a displacement setups from scratch.
The Superellipse PBR Importer reduces the entire process to two clicks: run script, select folder, done.
Step 1 — Install the Script
Close KeyShot completely before copying the file.
Copy Superellipse_PBR_Importer.py to your KeyShot Scripts folder. To find the exact path on your machine, go to Edit → Preferences → Folders and look for the Scripts row — the full path is listed there.
The default locations are:
-
Windows:
C:\Users\Public\Documents\KeyShot Studio\Scripts\ -
Mac:
~/Documents/KeyShot Studio/Scripts/
Reopen KeyShot once the file is in place.
Step 2 — Run the Script
In KeyShot, go to Window → Scripting Console
In the Scripting Console, click the Scripts tab.
You'll see "Superellipse PBR Importer" listed. Select it, and press Run.




Note: Keep your unzipped texture folders in a permanent location before importing — the material will reference wherever they are at the time of import, so moving them afterwards will disconnect the textures.
What Happens (Behind the Scenes)
The script will automatically detect your maps, build the full node graph with correct colour spaces and a shared Mapping 2D node, and save the material to your library.
The finished material is saved into a Superellipse subfolder inside your KeyShot Materials library and named automatically — for example, Linen Viscose Fabric 4K - Superellipse. A confirmation popup appears when everything is complete.
Step 3 — Finding Your Material in the Library
After the script finishes, open the Library panel and navigate to Materials → Superellipse. If the material and Superellipse subfolder do not appear immediately (likely on first run), click the refresh button in the Library panel bottom left — KeyShot requires a manual refresh after new materials are added.


Simply drag the material onto any object in your scene to apply it.
Step 4 — Adjusting Tiling, Mapping, Projection and Scale
Because all texture nodes share a single Mapping 2D node, you only need to adjust settings in one place for all maps.
Open the Material Graph for your material and find the Mapping 2D node. From here you can universally adjust tiling, scale, rotation, projection type and more — every map including basecolor, roughness, normal and displacement will update together consistently.

Supported Maps
The script automatically detects and wires the following maps when present in your texture folder:
Base Color, Roughness, Metallic, Normal, Opacity, Anisotropic Angle, Anisotropic Weight, Clearcoat Weight, Clearcoat Roughness, Ambient Occlusion, Height / Displacement
A Note on Clearcoat Materials
KeyShot's Generic material has a single bump input that applies to the entire material surface, including the clearcoat layer. There is currently no separate clearcoat normal map input in KeyShot — this is an engine limitation rather than a script limitation. For most materials this makes no difference. For carbon fibre and similar layered materials, it means the base normal map will also affect the clearcoat appearance.
Troubleshooting
The script doesn't appear in the Scripts tab — confirm the file was placed in the correct Scripts folder and that KeyShot was fully closed before copying.
Material saves but doesn't appear in the library — click the refresh button in the Library panel. The material has been saved correctly; KeyShot's panel occasionally requires a manual redraw after new entries are added.
Script says PRO licence required — the material graph API is only available from KeyShot Studio 2024 PRO. Standard and Trial licences do not have access to this feature.
Material loads but textures appear missing — The material references the original location of your unzipped texture folder. If you have moved, renamed, or deleted that folder since importing, KeyShot will no longer be able to find the image maps. To fix this, either move the folder back to its original location, or re-run the script pointing to the new folder location to reimport the material fresh.
Questions?
If you run into anything not covered here, reach out to us at [support email] and include the name of the texture pack you were importing.