How to Make Photorealistic PBR Materials – Part 1


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 ๐Ÿ™‚ Download the .blend file and see node screenshots: http://www.blenderguru.com/tutorials/pbr-shader-tutorial-pt1/

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36 responses to “How to Make Photorealistic PBR Materials – Part 1”

  1. 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.

  2. 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.

  3. 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

  4. haha good one…. ear plugss for the planes ๐Ÿ˜‰ …… 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 ๐Ÿ˜€

  5. 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?

  6. 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.

  7. 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?

  8. 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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