How to Make Photorealistic PBR Materials - Part 1
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: www.blenderguru.com/tutorials/...
Пікірлер: 836
If this guy didn't make tutorials maaan I'd be so lost in blender
@LethalChicken77
7 жыл бұрын
Akos same
@Not-TheOne
7 жыл бұрын
Gotta agree! I have learned so much!
@okidoki6168
7 жыл бұрын
Marius du Plessis bv
@thecroutoncave1924
7 жыл бұрын
same here
@otesunki
6 жыл бұрын
saaaaaamee
Things to never forget: 1) mitochondria is the powerhouse of the cell 2) everything has Fresnel
@rapidfire4202
2 жыл бұрын
Dark matter: hold my beer
WHAT DO WE WANT? - SLIDERS! WHERE DO WE WANT THEM? - IN THE NODE EDITOR!
@bobmiah
4 жыл бұрын
@Mudkip909 ???
@danielleajijedidun3711
3 жыл бұрын
@@bobmiah lol
@qwerty9118
3 жыл бұрын
@Mudkip909 HOTEL?
Me: *start making the node on my own as the video keeps going* Andrew at the end of the video: you can download the .blend file, so you don't have to do it on your own! Me: ... but I'm a wiser man now!
@fegandolpho
4 жыл бұрын
Omg, I feel bad for u -.-
@JeremyRight-zi4yp
4 жыл бұрын
You don't have to do it on your on anyway, since Blender now had the BSDF shader that does all of it automatically.
@ak_fx
3 жыл бұрын
Lmao blender 2.8+ does it automatically now...
@noirgraphic
3 жыл бұрын
@@ak_fx Nuoooooooooooooooooooooooooooooooooooooooooooooooooooooooooo!!!
@bhBlacky82
3 жыл бұрын
@@noirgraphic ;)))
Speaking from the future, this was still useful because now I know what the iOR setting is in the Principled BSDF shader, as well as gaining a better understanding of the various settings I can use.
I don't use Blender very often anymore (busy with work), but I still enjoy watching your videos. Thanks for making these comprehensive tutorials for all these years.
Rewatching this really makes me appreciate how far 2.80 has improved upon every previous version so significantly. And I'm sure some of these videos have influenced the major changes that were introduced beyond 2.79.
@scottviola8021
Жыл бұрын
Meanwhile: me still using 2.77a 'cause why not
@yo-yo8
Жыл бұрын
@@scottviola8021 cause it makes no sense unless you have a good reason (for example, you're using an addon which is not supported with the new version). A new version of the software means some improvements, by using an old version u might waste time in rendering (cause the new version uses an optimized algorithm for example) and thus wasting your time, using more energy (maybe that new algo uses less resources by doing some less expensive calculations thanks to this optical theorem that wasn't yet implemented in 2.77) and so killing more polar bears for the exact same result... That's "why not" ;)
Returning to this video after what must be 5 years now. I was spoiled to be able to have such nice materials back then (even if I didn't know how to use them), and now I am looking back to see if my understanding of all this goes up with my maturity. Thank you so much for this two-part series, it has changed my perspective forever.
16:00 : Oh so I just have to add a fresnel node, great 20 min later : what the hell
@Umenemo
6 жыл бұрын
That escalated quickly. Boy, that got out of hand real fast
@danielleajijedidun3711
3 жыл бұрын
@@Umenemo yeah
Andrew Price is my hero! :) I am starting to produce legit animations, thanks largely to Andrew, and this is exactly the video I need to clean up my renders and give them a professional look. Keep up the good work Andrew, and have an amazing day!
Thank you so much for all of your work and for what you bring to the whole Blender experience. Your humility and sense of humor are much appreciated. Cheers.
Thanks ! Even though I got lost halfway through, I managed to understand a little better when I got my hands on the actual PBR DIELECTRIC node, keep making these tutorials because they are really helpful !
Clear and well explained. You increased my knowledge about blender textures by like 200% with this 1 hour.
Thanks for this Andrew, it's exactly what I needed for my current project! No more guesstimating how to use PBR maps with Cycles.
Dude, this tutorial opened a completely new world to me. Amazing! Thank you and keep up the great work!
Man Andrew, greatly appreciate all your work! You are making blender easier for many artists :)
"will npc in fps 4 food!!" I didn't even notice that the first time around. That's amazing XD
@peaceprinceshaxi5978
3 жыл бұрын
wut
@stormstudios1
3 жыл бұрын
@@peaceprinceshaxi5978 watch the video
im going to need to watch this a few times for it to sink in
@GamergateCaGroup
7 жыл бұрын
heard dat... :(
@tjseries3057
3 жыл бұрын
No need the principled shader is the answer
Awesome tutorial! I like your delivery style - technical without being condescending or arrogant. Excellent!
Best Blender tutorials on KZread, period.
The most structured and detailed tutorial i ca across until now. Thank you very much!
Effective, most effective. Thanks for the awesome tutorial, this spared me of an estimated 200 months of trial and error!
"EVERYTHING has Fresnel" Vantablack: "Hold my beer"
I knew that all of this wouldn't absorb the first watch (almost done), but I have learned so much from this and your other videos. Thank you!
Just something helpful, unwrap spheres from the top orthographic view. Then in the Add UV Sphere options, set the direction from view on equator, to view on poles. If you accidentally do it after having the image selected, then just uncheck the correct aspect box. Hope this helps. This was big help in making my OpenGL PBR node. Thanks Andrew. You've done it again
Great job, it shows a very thorough research and a virtuous spirit for sharing it all with the community. Many thanks again, for another good lesson.
I'm a big fan of your videos. I enjoy your all your tutorials even the incorrect ones. ;) You are a particularly good teacher and you are quite fun! Here is a small remark on this particular video: I don't understand why you chose to only raise to the power of 2 in the math nodes. I understand that it look simpler, but the correct value should have been 2.2 (as explain in your reference, RealLifePudding). Since you are not going into details of the math and just giving the answer you could as well have given the correct value... Here is the math for the viewers who cares : The variation that we want to obtain is y=x. However, Blender, by default, give a variation of y=x^(0.4545) or y=x^(1/2.2). If we raise this variation to the power of 2.2, y=(x^(1/2.2))^(2.2), it can be simplified to y=x^(2.2/2.2) or y=x^(1) or y=x. If it is raised only to the power of 2, y=(x^(1/2.2))^(2), it can be simplified to y=x^(2/2.2) or y=x^(0.9090). While this is close to a linear variation and a valid approximation to be useful in Blender, it is not perfect... Anyway, I could be wrong myself. I'm not a CG artist and I have look in the subject only briefly. On another subject, I work in nanotechnology and dielectric (or insulators) and metalic (or conductor) are therms that we use often. I must say that I find it quite amusing to ear those therms in a non scientific context. Also, the index of refraction (IOR) is a value that we use a lot. While it is true that a lot of materials have an IOR around 1.45, there are a lot of material that don't. Here are some examples of dielectric IOR that I know from the top of my head : water = 1.33, resists = between 1.5 and 1.8, silicon nitride = between 1.9 and 2.2. Needless to say that I would have liked to be able to change the IOR from the "supernode", but once again, I understand why you did not chose to bother... All that, just to say thank you for all your tutorial. They are great!
@maxximus8904
Жыл бұрын
Love your comment! This tutorial is only now showing it's age. Most renderers are switching from a "reflection amount" sider to an IOR slider that will go from 1 to 3 with 1.45 being the default. This can replace the reflection amount in most cases Aditionally, since diffuse and sub surface scattering are the same thing in real life, only at a different scale, I expect this term will be merged in the future into a single robust solution. I find these developments that bring rendering closer to simulating how the real world works absolutely thrilling! papers are being published about this subject at an unimaginable rate and it's just great. Things like clearcoat with energy conservation and absorbsion are new and great for creating things like car paint materials and wooden floors. What a time to be alive!
You'r a real Blender Guru, love you man!
you're videos are so helpful, dont know what i would do without them.
@DefinitelyAPotato
7 жыл бұрын
*Your
Great work Andrew! Keep them coming
I spent two months without blender and I missed you :))) .
This looks great! Looking forward to taking my shader skills to the next level.
he makes mistakes and casually accept them and then corrects them... that's why he is the best guru
Thank you for the thorough walk through and explanations. Even better - the download. I really appreciate all you put into this.
An hour long tutorial I didn't skim through. Nice!
It was quite difficult to follow this from around the 30 minute mark up to 42 minutes (for a relative newbie anyway) but it worked for what I needed; it just took watching that part about 4 times. But now it's done, thanks for the help.
i love you vids and i would be lost if poliigon and your channel weren't here. thanks soo much
Thank you ^^ I love your tutorials, they are complex but easy to understand and even and I never thought I'd say this about a tutorial funny, it's a pleasure to look it :D
Blender guru you are a great resource to the blender nation..
Thank You Andrew.....whatta legend, now off to part 2
Awesome tutorials! I have learned basically all I know about blender from your stuff! Thanks so much!
Your a GOD for this. I've always supported your channel and I love your content. Your the best Blender Guru.
Really interested to see the Part 2! The metals are the ones that have been confusing me a bit lately. would be great to get some pro insight into that.
A fantastic tutorial. Quite good quality instruction as well. Thank you for making it!
Wow, super useful! Thanks for the tutorial and the blender file. Great job :D
whao, that math thing at the end got me. Once this is understood it's actually quite clear :D Brilliant video, that helped a lot! Thanks for your great tutorials and additional explanations.
On the plus side if you come to this years later you don't know what has come before :) thanks for the video :)
Your videos always teaches me new stuffs
Thanks for that tutorial, this really helped me to understand the concept of PBR materials.
I love your tuturials, you do a good job. Working on my first Decal package. Thank you.
This is masterpiece. I don't have enough knowledge to be sure it's 100% accurate, but it seems to be, and I think it'll make my workflow way faster. Thank you sir !
Andrew, thank you so much for making these available to us! You're a ledge. I was wondering how one would link a Mapping node into the mix, to transform all of the Image Texture nodes simultaneously. Having to manually resize each one is becoming a real pain in the ass. Hope to hear back soon.
About half-way through I suddenly realised that what you were building later came to be in the Principled Shader, but this was like taking a peek under the hood of that shader to see how it works. And I really like your Less/More Slider. That could be a useful node.
13:08 My mind is blown! Such a clear illustration! Thank you dear sir! I have one comment about this: past a certain angle, the light is *completely* reflected (Total internal reflection) - which is what fiber optics rely on :)
Just when I thought Blender couldn't surprise me any more, it turns out you can steal a slider from one node and use it in another node! :D
I am new to Bender and 3D. Your videos make me excited about it. Thanks.
So glad we can download the file haha
This is great. Andrew your hard work and perseverance is outstanding. i followed all of it although the math didn't make sense but the logic does.
Hi, thank you for such an educational and in-depth plus easy tutorials.
Awesome Andrew! You're really helping us.
The best of the best. Our Guru. Thank you for all your wisdom. I love learning these things from you!
You are the man. Thanks for the upload!
Love this guys tone.
Thank you so much for creating this tutorial! Highly educational!
Thank you for your noble attitude of teaching your knowledge!
Much better. Thanks for putting in the effort. Still got some corrections about Fresnel, sorry. The Fresnel Reflection for tangential light (0° angle) depends on the Absorption, and the Reflection Coefficients of both materials, so the surrounding material (Air, Water, Oil...) and the material where the light is reflected. It can basically take any value, from almost 0% for water, 2-5% in commen plastics, to 100% for an ideal metal. In metals the Fresnel stays at approximately 100%. This is because in metals the electrons start to move arround in just the right fashion the compensate the external electromagnetic fields, effectively absorbing all the light. Due to the continuity relations for electric fields, this absorption leads to a high reflectivity. I hope this helps for the metals video, because, it's basically the same physics, just that the absoprtion goes waaaay up. Of course to make it more correct you would use multiple Fresnels, for the different color components, since gold doesn't absorb at all frequencies. So if you use 3 Fresnel filters for the RGB components, you should gain more control over the final fresults.
Fantastic! I've transposed your awesome tutorial to Poser 11's Cycles implementation and it works great. Thank you so much :-)
Nodegroups... is that another word for hell?
@ThomasBreaker
7 жыл бұрын
For some people they are paradise.
@hidenki5790
7 жыл бұрын
Yes. UV Mapping.
@Ardeact
7 жыл бұрын
Nodegroups are actually very easy, like finding the right pieces for a Lego Mindstorm kit. The added term "Group" should be a breeze to you since the group is already pre assembled.
@angrymuffin8872
7 жыл бұрын
I agree. Once you understand the logic, it's a brilliant tool! Especially being able to expose values to the outside!
@pinetreeYT
6 жыл бұрын
they're brilliant! I love node groups
Damn, best video ever!! AND I WATCHED IT ALL! HOW??
Most sincere kudos and congrats :). Very useful and well explained.
Soooo I've finished the whole beginner tutorial yesterday and I was like "That's cool, I gotta create my very own scene!" I was fired up and full of passion so I've quickly created some barrels, set everything up and I've decided to make those barrels metalic...I thought "Andrew will have tutorial! It shouldn't be that hard!" And here I am! At 39:00 , questioning my abilities to do anything and thinking about life and how meaningliess mine is... Alll thanks to node groups .___.
@JasmineCooper_
6 жыл бұрын
I actually have a suggestion for you. 3d-wolf.com/materials.html
@Fizzlegear
6 жыл бұрын
Glad I'm not the only one that felt that wash of dread and uselessness
@HexerPsy
5 жыл бұрын
ah man i love this dead link xD Managed to find it but drag and drop materials are sooooo nice! For a beginner like me, this is an extremely easy way out of getting good looking materials hahaha
@fegandolpho
4 жыл бұрын
Im happy im not the only one in this same situation
@marasigankurtlaurencem.4122
4 жыл бұрын
Phewww finally other people just like me
Absolute legend. Nice one
Omg, I've wanted to know how to make a PBR shader for a good while. :D
Awesome tutorial dude
39:12 "That is a very loud plane!" you are awesome
I saw the original video. Could you name the main points were you were wrong? It would be helpful for me. Learning from mistakes is the best way to learn! Thx a lot for all your great tutorials!
@blenderguru
8 жыл бұрын
Of course! The main changes: -Fresnel when looking straight at it is 2-5% reflective, not 0% like I originally said. (14:12) -The default fresnel node already calculates it correctly! (3.34% reflectivity based on 1.45 IOR) -Roughness inputs should go through a math node to the Power of 2 (40:50) -Roughness maps need to be inverted for Cycles (48:30) Plus a new minor changes to the layout to make it simpler and easier to use Hope that helps!
@Kasperski8
8 жыл бұрын
Glossiness maps (not roughness maps) need to be inverted for Cycles.
@shaytal100
8 жыл бұрын
Yes it does, thanks a lot!
@Maribel80ify
8 жыл бұрын
Previous video had 0% reflection in middle of body (solid black), while here it's 2-5% ( pointed out in video)
@Silwerfish
8 жыл бұрын
Excellent work updating the tutorial to remove the parts that are not correct! PBR is deceivingly complicated, so it's good that you're not leaving faulty information out there. Thanks for your excellent work! ^^
This Video is gold!!! Thanks Andrew!
Great tutorial Thank you. The node group is very helpful.. onto part 2
Thank you Andrew! You did a great job! :)
I created some very cool pictures after I found this out, thank you guru!
Fantastic! I didn't realize how nodes could be mixed the way you did. I saw tutorials telling "just combine nodes of the same color and never mix them yellow with blue or gray, etc." But you are doing and is not a big deal! Why such (mistaken?) advice from other tutorials?
Top notch work.
I realize how much work, research, understanding and knowledge have led to Blender being what it is today and what you and others like CynicatPro have contributed as pioneers. Thanks a lot for that! Beginnerquestion from 2021: If I wanted to in- or decrease the roughness in the principled bsdf shader do I still use the colorramp or Multiply/add overlay method or would a clearcoat simply fix this?
@maxximus8904
Жыл бұрын
Reply a bit late but the multiply/add method with an overlay is still a robust way to modify your values in an artist friendly way. Do not use clearcoat though! See clearcoat as a double material. It simulates a layer of varnish on top of your base material. Often seen in materials like Car paint, Highgloss furniture, varnished parquet floors and those old fashioned varnished veneer tables. For those you could use clearcoat :) If you just want to modify the sharpness of the reflection the multiply add method works quite well I personally just put it into a math node set to multiply, 1 is unchanged, 0 is completely shiny and anything above 1 makes the surface more rough Cheers!
Great video, On to part 2!!
This is so awesome. First I thought omg 1hour video for one material.. I'll just skip through it. But I guess i watched the hole thing about 2 times now. You explain everything so well that it is totaly worth it and I actually learned alot from it. You should definitly make more of these videos to explain nodes in action and what they actually do. Great Job!
Man that's some deep stuff brother pfooh
when you make a PBR material off of glitches, that is true mastery
Half way trough the tutorial, and just had to write it down befor I forget, you are a awesome tutor, grate job on explaning, whis some of my profesosr where as good as you i think i would learn and would like to learn more about some stuff , again garet job
thank u so much for your time the time and effort you put, is amazing overall cause you do it for free!
Very nice work, will definitely check out more videos from you! :D
You do great work bro. Keep it up bro.❤❤
Love that you pulled an inaccurate video. Respect the professionalism.
45:27 "Bill Burr Fat guy feng shui" and "fat guy on an airplane" cracked me up. Also thank you 1000 times
Principled BSDF has made this obsolete
@LFPaiser
4 жыл бұрын
Thanks for noting that in here.
@burntt999
3 жыл бұрын
like this whole tut!? I just want to learn how to make better looking materials and i dont know where to go!
@williamlee7119
3 жыл бұрын
@@burntt999 same lol this tutorial is so confusing... just use Principled BSDF?!!? *facepalm* an hour or more of struggle
@eggyrepublic
3 жыл бұрын
thanks for the heads up, just wish I saw the comment before watching lmao
@ChristinaMcKay
3 жыл бұрын
@@williamlee7119 The principle shader didn't exist at the time this was published. And it is a good thing to know the basics, because for complex materials you still need to know how it works.
Very nicely done! Thanks so much!
thank you for all!!!!!! best channel
you are the best guru ı ever see !!!
I tried to control the fresnel with math node, I had some good results. The node script is a Time saver. Cheers
Not only is this a great tutorial, but it is now my go-to audio test for headphones. My bluetooth headphones didn't hear the plane at 39:13 but my wired did :-)
"And that's it fresnel!"