https://i.ytimg.com/vi/7VIVPIi01Ns/hqdefault.jpg
Blender tutorial showing you how to use Diffuse, Albedo, Glossy, Reflection, AO and Displacement maps from Poliigon.com (NOTE: Trials are no longer offered). You’ll discover what each map is for and how to set it up in the node editor to work with Blender and Cycles.
source
48 responses to “How to use PBR Poliigon Textures in Blender (Cycles)”
Is there an updated version of this video using the principled shader?
Thank you for this wonderful and useful tutorial. This is the first time I am making materials in a way that is successful and thanks to you. I also thank you for the simple and understandable language in the explanation. Thank you again
in 3ds max ???
https://texturehaven.com/
This site respects Blender a lot more and the message it conveys to society, pay for something for its weight of gold
I was following this tutorial with a wood texture and the displacement map made the plane jagged
im confused i dont have multiple images..
I have a gtx 680 2gb, i think 2gb wont be enough to make this kind of things right?
When I apply the texture it is just a solid colour. Any help is appreciated
one day you told us that metal has no diffuse, it has just gloss 😉
Jesus christ that render time is off the charts
I'll stick with allegorithmic. nice collection of pbr ready to go site though ✌✌ will give it a try.
Thanks for making an useful amount of textures free… I'll buy a membership as soon as i can :v
"It is just a plane"
looks up the faces count
326 000 …
look @ that node mess, so glad i dont have to do that anymore
thank you principled shader.
Just notifying those who aren't familiar with poliigon, that the Albedo textures are now called displacement variation 2
THX u So mutch!
alright guru while these are great maps you have here i'm afraid they just wouldn't work well in a game due to their high poly reliance , if i were to use these in any game it would make every user require one beefy pc , do you thing you could make some lower poly works as well to help with this problem?
13:42 – Bwahahahha. That made my day! you were like "Phew". That was epic. You're a funny guy man. Means a lot coming from me!
I think this is a dumb question but if this is PBR why did you not use Fresnel at all?
Which graphic card are you using in this video? Please suggest me good one.
Is it pronounced "Dah-tah" or "Day-tah"?
Excellent and very helpful tutorial! Thank you, Andrew!
The absolute black material used for future telescopes has no gloss..just to insert that
blender really needs a parallax mapping node…the displace modifier and so many subsurf kills the computer….even though you have a nice machine…
Just started learning blender and your tutorials are awesome.
Near the end of this one you talk about displacement, and you did it as a modifier. I'm wondering if you could have just done it in the node editor? My Material Output has an input for displacement…does that work too?
OMG, this guy sounds exactly like Ramsay Bolton
Thank you – https://www.artstation.com/artwork/XxJBD
13:15 hihi 😉 Common confusion when working with the Roughness Map.
That's the reason, the Frostbite Engine Team decided to use a Smoothness Map instead of a Roughness Map (Smoothness Map Value = 1 – Rouchness Map Value) in their Material System. This way, it's the intuitive White=Shiny way 😉
What is pbr?
please oh lord give us a blender plugin for this where you drop the downloaded files that come in a zip and then you go to the plugin > add matarial > find material.zip then chose material and bam! everyhting is already set up! I WOULD PAY for that. thank you! you want to make it conviniet? that's how!
Kia ora
How bout a tut or two showing how to use these in say UE4 or Unity 5, do a wee landscape/terrain type tuorial would be nice
That was really nice. Thanks for adding this explanation of your textures! 😀
What's the bet he's going to be thirsty?
My texture does not have an AO map. Help?
I'd rather see the overlay workflow than this. As of now, I generally use overlay images as factor values in either mix or mixrgb nodes to combine textures. Is this correct, or is there a better method?
The normals are invertet, because the normal is facing -y (in your case) and if you set the Direction to y blender calculates the displacement towards +y
For the "multiple images" feature in the node editor, you need to enable the "Node Wrangler" add-on. The menu item is not there by default. You mentioned it for enabling the control-click preview feature but it's also what enables the multiple image load.
"Imma control black's values" WTF!!!! ARE YOU PROMOTING SLAVERY?!!!
You sound like BlenderGuru.
create lov poly?
When you're not expecting the Guru, and get the Guru. 😡
Why not use fresnel multiplied by the relfection map to drive the factor of the mix of glossy and diffuse? Isn't more or less that what PBS is all about?
"It's like a bump map but it's better, it's a bump map on crack." – Andrew Price
500 000 verticles? faking shit!
Now… I know this voice very well… Andrew!
Overlays!!!!!
Can the next one be a brief video on how to apply the overlays? (I'm not very good w/ the nodes)
Why don't you increase your start resolution in the performance settings? As far as I can recall from all your other videos, your preview rendering always flickers very noisy. Increasing it (256-512 instead of 64) "may" cause a delay depending on the scene but when it doesn't (which especially happens for things that aren't interiors) it's far more responsive than the noisy preview.
Also in Displace next to the X, the button on the right is to go to that node's texture instead of manually switching and looking for it yourself.