• Friday , 20 October 2017

How to Make Photorealistic PBR Materials – Part 1

Code Canyon

https://i.ytimg.com/vi/V3wghbZ-Vh4/hqdefault.jpg



This is a reupload! The previous video (posted 3 weeks ago) had some pretty huge mistakes in it. So I’ve re-recorded, and improved the tutorial. Enjoy this newer, improved PBR material 🙂 Download the .blend file and see node screenshots: http://www.blenderguru.com/tutorials/pbr-shader-tutorial-pt1/

source

3d Ocean

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36 Comments

  1. Fataho
    October 11, 2017 at 11:33

    It would be great if anyone could explain how to achieve this in Maya. In any case very good tutorial! Keep going!

  2. Cristian Dorobanțu
    October 11, 2017 at 11:33

    Awesome tutorials! I just love them! I was wondering if you could make a subsurface PBR material. That would be great.

  3. Guigui220D
    October 11, 2017 at 11:33

    It's sooooo interesting i'm discovering a new world 😂

  4. Sorc Unity
    October 11, 2017 at 11:33

    Hi, how are you, Blender Guru
    you could do a tutorial of how to use cycles render and make a model with textures for unity 3d. please and tried but not found someone who can do or a tutorial.

  5. Miguel Romero
    October 11, 2017 at 11:33

    when you make a PBR material off of glitches, that is true mastery

  6. Yahia Wahsh
    October 11, 2017 at 11:33

    Why didnt you use the displacement map and hook it up with the displacemet in the imput node

  7. Danny Stocco
    October 11, 2017 at 11:33

    So does fresnel, Only exist from a persons perpective? hahaha weird

  8. ROBBERCHIEF
    October 11, 2017 at 11:33

    Thank You Andrew…..whatta legend, now off to part 2

  9. Legacy Political
    October 11, 2017 at 11:33

    learn to pronounce correctly

  10. pine pine
    October 11, 2017 at 11:33

    thank you very much, Andrew

  11. nisachar00
    October 11, 2017 at 11:33

    I would love it if you would make generic tutorials ( like this even though it uses blender ) on rendering, shading and lighting principles that can be applied across all rendering platforms.

  12. nathan buckingham
    October 11, 2017 at 11:33

    Love this guys tone.

  13. Fak Gugle
    October 11, 2017 at 11:33

    What is the accent? Australian?

  14. John Doe
    October 11, 2017 at 11:33

    Sorry if I will sound rude, I respect the work you do while promoting your business, I also think that not being clear about the difference between displace and normal maps is really bad for someone recording video lessons…
    Also mixing the ao map with the albedo is totally wrong. You need a shader with a specific input otherwise you throw away the principle of having a diffuse map without any lighting information

  15. Jeff Douglas
    October 11, 2017 at 11:33

    Does that stand for Pabst Blue Ribbon material? Lol.

  16. facepat animations
    October 11, 2017 at 11:33

    stop talking do things

  17. Robbin den Dulk
    October 11, 2017 at 11:33

    haha good one…. ear plugss for the planes 😉 …… why dont jus save the startup file including al the image map setups.. only have to make your object drop in the image en slide away

    thnx for the tutorial. all i need now is better hardware for creating sick looking projects 😀

  18. theDracoIX
    October 11, 2017 at 11:33

    you are the classic exampe of someone who runs their fucking mouth too much. motherfucker just explain how to do it, goddamn

  19. demir57 _
    October 11, 2017 at 11:33

    How can I create GLOSS Map ??? Is anybody there? I want to create any file to GLOSS Map but I can not?

  20. GaryChap
    October 11, 2017 at 11:33

    Wonderful tutorial.

    The only issue now is how to write the GLSL/HLSL shader that will replicate all of that in-game… because if I can't create a shader that replicates these blender nodes, then none of this finesse makes it into the game. And, because my objects are mostly composite materials I'll have to use bitmaps for driving the parameters too.

    It took me ages to figure it all out for diffuse-reflect-specular-emissive-bump-transparency in the non-PBR workflow, to render my composite objects properly : /

    Does anyone know where I can find examples of PBR-ready GLSL or HLSL shaders I can use as a basis for further tweaking?

  21. Karthy Zinger
    October 11, 2017 at 11:33

    I didn't see any fernal effect at the end of the video,,…….
    PLZ help me

  22. Blenreal 3D
    October 11, 2017 at 11:33

    Nerd level 1000 , I just couldn't stop laughing xD, Thank you Andrew for this great tutorial, please keep making them 🙂

  23. GQMERS ZED
    October 11, 2017 at 11:33

    astaga sumpah bagus bener ini good job i'am happy and can learn in this

  24. Paul Jasinski
    October 11, 2017 at 11:33

    " a very basic scene i've just made ", better than 1001% of my scenes

  25. Sophien33
    October 11, 2017 at 11:33

    Hi! Awesome tutorial! I'm using Vray with 3Dmax, and I want to do the same that you do on min 30. its that possible?

    Thanks!

  26. ANKUR RAI
    October 11, 2017 at 11:33

    awesome video really helpful .. <3 loved it .. though that burp at 7:03 xD

  27. Gustavo Santos
    October 11, 2017 at 11:33

    What happens at 7:02?

  28. LiteralPotato
    October 11, 2017 at 11:33

    Between 38:30 and 38:51 you suddenly got an IOR slider on your fresnel nodegroup? Where did that come from?

  29. LiteralPotato
    October 11, 2017 at 11:33

    When I increase the roughness, it makes everything the gloss colour (white). Why?

  30. Christopher Spencer
    October 11, 2017 at 11:33

    Hello Sir. Thank you for all your tutorials they are a big help. I am a Professional Sound Designer, and Im trying to cross train myself a little bit in other areas of Game Design, and you have been a tremendous help.

    I have been following this tutorial, and sucessfully got all the way to 38:40, where you have built the Reflection slider insid your Group node. My question, is when you finished, your "slide" values went from 0 -1 and mine is going from -10,000 to 10,000. Any ideas why its doing that.

  31. Fuck Yo Feelins
    October 11, 2017 at 11:33

    man how the hell are you rendering so damn fast please tell me

  32. extreme meme
    October 11, 2017 at 11:33

    well rip me ive always used blender render

  33. Traldar LP
    October 11, 2017 at 11:33

    wow this video is incredible thank u so much

  34. Nullcaller
    October 11, 2017 at 11:33

    Why do everyone say that nodes are something hard? They are actually pretty straightforward. I haven't ever used any of the 3d modelling software, and I pretty much understand everything.

  35. Nullcaller
    October 11, 2017 at 11:33

    But won't squaring the maps of the material that are downloaded from the internet and are supposed to be working good without squaring them, screw everything up? Like, it's ok if you want to slide the slider the right way, but aren't maps made considering that Blender will take the square root from them and only then apply?

  36. MrValgaav7
    October 11, 2017 at 11:33

    Some confusion got in to the video. I'm testing the Blender roughness with a simple square texture (half 100% black, half 100% white) on a clear glossy node and what you say in the video is not true. Black is clear and white is rough. Not the other way around. What's funny, is that I think you have returned to the correct roughness input in the process of setting up the nodes.

    There is also the thing about the software differences. A gloss map has no double meaning – it just can be treated as a roughness map (where more white means more "roughness") or a smoothness map (where more white means more smoothness) – you are mapping roughness or smoothness. Essentially the same but inverted, and the naming comes from the context difference. For example, the Unity engine inputs a smoothness map for its standard shader (in the spec map or albedo map alpha channel).

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