A reliable workflow
Height and displacement are not interchangeable
The normalized height and displacement variant share a scalar source, but displacement expects a renderer with geometry subdivision or tessellation.
Height-derived AO is only an approximation
Height-derived AO darkens likely recesses; it is not a substitute for geometry-aware ambient occlusion baking.
Roughness and specular need material judgment
Roughness and specular outputs are editable heuristics. Arbitrary image brightness cannot measure microsurface distribution or index of refraction.
Treat the generated maps as separate hypotheses
A PBR map generator can derive several editable textures from one scalar interpretation, but those textures do not become physical measurements merely because they are packaged together. The normal map records local direction; height remains a scalar; displacement needs sufficiently subdivided geometry; estimated AO emphasizes likely recesses. Roughness and specular response depend on microsurface and material properties that ordinary color pixels do not measure. Use the PBR map generator to establish a coherent starting set, then revise each map according to the actual material and the target shading model.
Validate relationships across the complete material
Review a PBR map generator export on a representative mesh under diffuse, grazing, and moving illumination. A groove should agree across height, normal, and displacement instead of appearing raised in one map and recessed in another. Roughness variation should control highlight width without copying every dark mark from base color. AO should remain subtle and must not be baked into channels where the renderer already applies occlusion. Keep the manifest and lossless sources, document which outputs are estimates, and tune the PBR map generator result in the destination renderer rather than judging isolated grayscale thumbnails.