Blender 2.8 How to use PBR textures with principled bsdf Cycles/Eevee
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- čas přidán 5. 09. 2024
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In this blender (2.8) tutorial we go over how to plug PBR textures into the principled bsdf shader so that we can render with cycles/eevee. More specifically, we talk about ambient occlusion, basecolor, metallic, roughness, normal, and height maps.
Some general notes:
1) Make sure that the following maps are set to non-color data: metallic, roughness, normal, height
2) Do not use ambient occlusion in cycles/eevee
3) Always convert normal image to a normal map
4) Have all your maps share the same texture coordinate mapping
Little known trick ..If you go to your add-on and search for Node Wrangle and put a check mark in it...then go back to your Principal BSDF node select and make sure object is selected in Object Mode ..Then press Cntrl+Shit +T..and locate the folder with material maps and select all..then click the blue "Principle Texture Setup" button in ther upper right hand corner..TA DAA all the textures are placed in the proper nodes with necessary parameters set to Non Color Data including your displacement and bump nodes are created automatically...big time saver. Hope this helps
Oh how I love you. Thank you, thank you, thank you. I wonder why blender doesn't add this as a button in the shading UI by default. Also do you know an alternative shortcut to save a material aside from the standard append method?
The best tutorial on pbr so far.
Honestly, yes... I think so too, Megsman.
no , there are better pro tutorials , but this is good for basics
This is the ONLY tutorial in 7 HOURS of searching that has made my textures look good on a building. Thanks!
very helpful! not only offering tutorials but also free texture! not only show and tell but he's actually allowing us to use what he use to have the same experience. very concise, no side story or ballyhoo!
you can use this sites, alot of good and textures for free up to 8k
texturehaven.com
cc0textures.com
textures.one
@@cocainathaproduct4942 why google don't ranked last site ( 3dassets .one ) it has very good texture with full maps .
One of the best Blender tutorials I've seen. You get straight to the point, and I love that.
1.You can enable node wrangler addon
2. In shader editor press ctrl+shift +T and select&load all pbr maps at once.
3. It's automatic process
I was strungling hard to find great explanations on pbr and this video is just pure perfection, thank you a lot !
Very useful for beginners like me, thankfully I find your tutorial here.
It's taken me like 14 tutorials till I found yours and yours was the one that had everything wrapped up into one video which I appreciated. It was clear precise and easy to follow. Though there have been some changed between since you posted and recent build still spot on sir.
though how do we go about inputting glossy texture, specular and opacity?
I'm lucky I watched it first lol
Z is mainly for procedural textures, like is you imagine putting a noise texture onto your object, that noize is essentially 3d random data (which you can see if you tab into edit mode and move stuff around)
so that 3d data gets PROJECTED onto your surface in all directions, this is ost udeful with OBJECT coordinates, like if you want to model a complex part and you need say the bricks to be smaller in height, you would scale the Z axis
The height map should be given to displacement in Material Viewer node, via Vector Displacement.
can you elaborate
Yup and it really shows when you use a displacement modifier on the object or you could subdivide a few times
Thanks sir, you made my Maya to Blender experience a really easy thing. And for people here, Eevee realtime rendering is a huge and powerfull monster againts Maya realtime rendering... such a pitty thing
Why did it take me watching through 3 other tutorial to find this one.
Congratulations my friend, probably the best texture tutorial for blender 2.8. The best explanation. Here you have a new subscriber!!
Thanks! Excellent tutorial. Compact, with everything I needed to get started. Exactly what I was looking for.
2 hours looking for this clear beginner's explanation. Just became a Patreon to your channel. Thank you so much, man.
Him: puts hdri in
Me: Spends 30 minutes searching for a cool hdri
relatable 🤣🤣🤣
Select the Principle BFSD - Shift+Ctrl+T - select all the maps... wouldn't that do the same of all you did in a fraction of the time?
Helpful and to the point! Thank you! Cheers.
*Utterly fantastic video.*
THANK YOU!
Brings so much basic, yet invaluable info, in a very easy, and concise manor.
Kudos. subbed, liked. 💎💎
Seriously, Dude I learnt everything I needed to know for a client who needed a file rendered with photo realism, just from this video. You saved my career :D *SUBSCRIBED!
This is what i was looking for! thanks man!
Gracias, casi lloro porque de verdad no entendía lo de las texturas, es decir, comprendía pero no sabia donde iban conectadas y nadie lo explicaba, y tu no solo explicaste donde iban si no también exactamente que es lo que hacen. Por ejemplo, probablemente si no decías que el height map y el displacement map son los mismos, quizá ahorita estaría llorando porque no sabría que es ni donde va el displacement. GRACIAAS-.
In less than nine minutes, my textures went from crap to looking damn good. Thank you
Many Thanks for this clear und instructive video!!!
Can I just ask a simple question. I see developers either paint their game-objects in substance painter, and other use PBR. Does painting help optimizing a game? or is the standard to onluy use PBR in games? Because man, I just learned about Trim sheets - and I do see the real application of them in games. But I just wish I can find a video on a game developer literally showing from modeling a house in a game for example and applying textures to it (pipeline process), so that his can start to finally make sense. I'm using unique textures on things and it makes EVERYTHING so slow.
i finally understood nodes, thanks
Super instructive. Tanks! I but the video to slow-motion to be able to goodly understend the contened. 🙂Tanks again!
legendary tutorial
Incredible tutorial! So straightforward and simple. Thank you so much!
Great tutorials!
Glad I stumbled across this channel.
Thank you :)
Careful, he is a hero.
Very simple and effective PBR tutorial. Great video!
it may sound like its pretty basic stuff but is very useful, thanks a lot man! you saved me!
glad I could help out :)
@@CGMatter you cant imaigine how much :) Im transitioning my pipeline to blender, but materials is something that I found very hard to understannd but thanks to you its buch easier now, thanks a lt man, I already suscribed and given you my like, Ill continue around here
Helped a lot. I like your videos. Thanks.
Wow, thank you. That’s a lot of work. But I guess that’s why not everyone uses blender which is kind of good.
wow epic tutorial, very clear, thanks
For 3.0 there's no vector to connect to on mapping
Very cool tutorial, great job comrad :)
Exactly what I was looking for, thank you!
Thanks so much!, very well explained!, really great!
Amazing tutorial regarding PBR texturing. Thank you so much!
well explained! thank you.
But, what if I have gloss and reflection maps instead roughness map ? Where I am supposed to plug them in?
Roughness is the one used for PBR
On blender guru's Poliigon, the maps don't have the same name (gloss, reflection, etc...) In what input does all of them go?
same here have you figured it out?
@@JawshFGC no I just guess for the most obvious ones and try what looks best for the others
Thank you, best tutorial i found on PBR, all work perfectly, thank you very much!
What do we do then with the specular slider? to my understanding metal or specular are just for different materials. I cannot just keep metalic off and use specular for the stone texture you show?
1:51 NOTE: This is not true. You do need Ambient Occlusion to correctly render the PBR on a plane. Otherwise crevices and cracks will appear incorrectly bright. Eevee/Cycles cannot calculate Ambient Occlusion when your PBR object is projected onto a plane, a plane can't occlude any light. However, if you subdivide your cube to generate a high poly mesh, and then use the heightmap to displace the subdivisions, then yes, you cannot use Ambient Occlusion anymore, as Eevee/Cycles can actually calculate it now that it has 3D geometry to see how different parts of the mesh occlude ambient light. Note that you would also _not_ have a "Bump" node when doing this either, since the heightmap is already taken into account. Overall: Either use _both_ "Bump" + "AO" in the BSDF node to simulate displacement, or you use _neither_ and actually displace the geometry. You can't use one or the other, Bump/AO are a pair used for simulating displacement on a flat plane.
8:54 This is a bit misleading, "Strength" changes the overall strength of the normalmap, which is why it looks completely flat when you turn it to 0. To change how much it looks like it's extruding, you change only "Distance". Heightmap.png shows macroscopic extrusion, Normalmap.png shows texture and tiny facets. "Distance" affects the heightmap's extrusion contribution, "strength" on Bump node affects both extrusion and Normalmap equally, "Strength" on Normalmap affects only the Normalmap's contribution. Those are the three parameters that give full control.
Very helpful thank you!!
Where does Reflection goes? PBR. Cuz i have a marble PBR texture and i dont know where the Reflection goes. Can you help?
Thank you, this is very useful :)
Glad it helped :) thanks for watching
Nice and straight forward thx
Great explanation, thanks a lot, cheers
Plzz tell me is that normal map is enough to make the illusion is that bump map is compulsory or what??
As always useful useful useful as hell. In seconds I got whatever I needed to knowww
Clearly explained, thanks.
Nice tutorial
How do i enable Non color data on metallic? cant seem to find it on blender 2.93
excellent tutorial. Thanks for your expertise.
Excellent video for beginners!
Stuck on 2:16, the texture is not showing up :(
yeah, no texture on website, don't know why.
But still a good video to learn the PBR textures on Blender.
Thanks a lot! Brilliant reference video, great info.
Great - thank you
Thank you so much
Thanks bro!
supergreat tutorial
very good tutorial really simple to realize well explain thank you guy
when he said 3:11 I knew I was done
Remember back when CGMatter wasn't a rapper
If nothing happens in blender during changing HDRi (part of the video)...
Change 'viewport shading' to 'rendered' or *CTRL+Z* in 3D viewport or *click the right-most circle icon* in top-right corner of 3D viewport
blender.stackexchange.com/questions/8350/preview-rendering-the-current-view-from-the-viewport
What happen if I just connect normal map to Normal node then assign it to normal? I don't see any big different tho.
Great tutorial!
amazing
tjhanks
Hey, how would i export all of these PBR Texture with the nodes and the model? I tried it with FBX but the material is different and the normal nodes are missing (the image texture and the bump is missing) it replaces it with a normal map when i import it back into blender
Thanks Man
thanks! great tutorial
good video.
Thx!
What happened to the website, the textures aren't there anymore?
Where are the textures on the website? They are gone?!?!
I just got 2.8 and I cant find any of the shaders, such as gloss, principles BSDF and the others. Is there an addon I have to enable or something?
I'm no longer seeing the option to change to "non-color data" when importing an image. Any ideas?
Mybe it s a bug, try to downloud a new build of Blender.
Strugling with the same issue! cant see the Color/Non-Colordata"?
it´s in the color space box. Just change it there
Did somebody solve this?
But if I want the asset for a game engine how should I connect the AO map?
Thanks.....
good tutorial. thank you
Good evening CGMatter, I would like to help you with something if you can, I am working with some textures of JSplacement one in color and another in black and white I saw it in a Ducky 3D tutorial but when I step to Shading and I start using the Nodes the image is It makes me pink and I can't see the rendering at the beginning, everything was going well, but as I was repeating it, the pink swamp, that is due, I will have to touch some configuration and now the render doesn't appear to me, the work is in Eevee. Thanks for your help good tutorial.
easy fast tutorial,,,,,,,,, thanks!!
😉
do you have to plug in metal map if it is pitch black like this?
HDRi doesn't show in veiwport just a round icon representation
loved this tutorial i would love it if you do a tutorial on how to illuminate a lamp object so it kinda looks like the lamps in the room of silent hill 4 the room please help
Is there a way to make the texture actually be 3d?
Thank you.
Anyone else play his intro over and over again?
So, how do bake this all into one texture ??
I love blender but is there an addon that does this in one click or drag and drop please? Be nice to drag the texture onto the object like in UE4 and ready to rock. This method is great, but when you’re putting together a big scene it’s a chore.
yeah i'm searching for that too!
i dont want any realistic adjustments in my model i just need the texture setup ready made
@@fatalfelix6807 czcams.com/video/t1v7lPbCipo/video.html
^^ This helped me a lot ^^
@@ukmonk omg! you're a life saver thank you so much! 😍
@@fatalfelix6807 no problems, follow blender secrets as thats where i got it from! he also has awesome videos
how do you add the spec texture/image?
Good, easy to understand although I'm not English native speaker....
You don't have to use the mapping node, you can scale the image nodes from the node toolbar on the right (X and Y)
Cool bro