Blender 2.8 Eevee PBR Addon

https://i.ytimg.com/vi/Dj5LegtOyyI/hqdefault.jpg



This is a tutorial about PBR texturing with Blender 2.8 for Eevee and Cycles.

As a helper I wrote a little addon that you can get for free from my github:
https://github.com/jayanam/pbr_texture_mapper

The addon makes all the connections from the image texture nodes to the principled shader with one click.

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Production Music courtesy of Epidemic Sound: http://www.epidemicsound.com

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33 thoughts on “Blender 2.8 Eevee PBR Addon

  • September 25, 2019 at 19:27
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    Hi Jay, I have some questions regarding the Blender texture configuration in Painter if u don't mind:
    1- Should we use Diffuse or we can use Base Color if there is no difference?
    2- Can I merge Roughness and Metallic in one texture and then use "Seperate RGB" node in Blender to extract them?
    3- Don't we need a UV Map node to link to vector inputs?
    Also wondering about other outputs like Emissive and Opacity and how they map to Blender.
    Thanks.
    I wish in the future we can drag multiple textures at once into Blender instead of one at a time.

  • September 25, 2019 at 19:27
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    SHFT/CTRL T does pretty much the same thing in Node Wrangler, Principled Texture Setup. All you do is choose what to load up, i.e, albedo…normal, etc and it will auto connect the nodes.

  • September 25, 2019 at 19:27
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    I think it's really interesting. What catch my attention is that you are not able to drag and drop all your texture in one go?!

  • September 25, 2019 at 19:27
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    So, it's not working. I've got my textures in there, the bsdf material, and I press the button to connect, and nothing. I highlight them, still nothing.

  • September 25, 2019 at 19:27
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    Hey Jayanam. Your video's have recently caught my attention as I've been intending to start making the switch to 2.80. However, as far as I can tell, there isn't currently a way to send embeded pbr output to fbx or gtlf that includes emissive maps and occlusion maps. I'm wondering if its even feasible to make a plugin that will incorporate this on export. I'm no scripter so my knowledge on the subject is lacking, besides knowing I could do this with the blender render back in 2.79. I'd love to hear your thoughts on the matter.

  • September 25, 2019 at 19:27
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    thank you so much Sir. i did use it with a texture from textures.com. download the addon – install zip – drag and drop the textures and than just click 1 button and all in in the right direction. thatΒ΄s awesome, i realy like it. very easy to handle, realy nice work. THANK YOU

  • September 25, 2019 at 19:27
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    One thing i find a bit fague. without this addon it can also be created, fo what is the benefit of the addon actually? Perhaps i missed a part, i only see manual connections being made?

  • September 25, 2019 at 19:27
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    very cool addon but i don't know if you know this but if you press Shift+Ctrl+T with the node wrangler turned on it will bring up a principled shader thingy…then you select your pics and it connects them automaticly

  • September 25, 2019 at 19:27
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    If you press ctrl+shift+T on selected principled BSDF node (with Node Wrangler enabled) youl get pretty same result

  • September 25, 2019 at 19:27
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    That plugin is a real timesaver! Just yesterday I thought about diving into how to write plugins in blender, now you come along with just the thing I need πŸ™‚

  • September 25, 2019 at 19:27
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    EDIT: I wrote this comment before I finished watching the video till the end!

    The "Node Wrangler" Addon has a similar feature, called "Add Principled Setup", which does a similar thing, and you just have to select the folder your maps are in and it'll do all the magic for ya. However I personally never got it to work properly for me, it always gives me an error midway during the process, I guess it has to use a certain naming convention. Also "Node Wrangler", all though it's been updated to work with 2.8 since development is heavily going on, a couple of days after the developers of the addon updated it, it got broken again and can't be enabled, so there's currently no way this feature in 2.8.

  • September 25, 2019 at 19:27
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    So I have a question that I've been wondering about… this is something only an experienced modeler can answer… but let's say you're making a game in Unreal Engine which allows you to make textures and meshes. You use Blender to make your models, but when it comes to making the textures and meshes.. what do you guys look at when figuring out if you should use Blender, Substance, or UE to make the meshes, textures, materials, etc.? Blender can do the same as the other 2 when it comes to making the "skin" for your models, but I'm assuming not as well as the other 2. So this leaves the choice to making all that in either UE or Substance. So are there times when people use UE over Substance? I always got confused when I saw people use 3rd party programs to do things the program theyre using can do.. except for the programs you know do a better job at it.. but when it came to UE. I always thought their tools were pretty superior judging by the videos I've watched. Is Substance Painter better to use? Better than just using UE?

  • September 25, 2019 at 19:27
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    What is the difference between normal and diffuse from left and right side columns in substance painter. Left side is Input maps and right side Converted maps. Can I use diffuse and normal from left side for Blender configuration?

  • September 25, 2019 at 19:27
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    Hey Jayanam I'm not sure if you're aware, but this video was uploaded in 360p. All the text is blurry.

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