How to use PBR Poliigon Textures in Blender (Cycles)


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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.

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48 responses to “How to use PBR Poliigon Textures in Blender (Cycles)”

  1. 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

  2. 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?

  3. 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?

  4. 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 😉

  5. 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!

  6. 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.

  7. 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.

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