PBR Explained in 3 Minutes - Physically Based Rendering

Ғылым және технология

In this video, Amiel will run you through what PBR textures are in a nutshell. Topics include what texture maps are, figuring out why there are so many names for the Color Map, the different types of Normal Map, why the Roughness Map is important and much more, all in under 3 minutes!
Timestamps:
00:00 - Introduction
00:21 - Workflows
00:40 - Base Color
01:00 - Normal Map
01:36 - Metallic Map
01:53 - Roughness Map
02:11 - Height/Displacement Map
02:23 - Ambient Occlusion Map
#PBR #PhysicallyBasedRendering #PBRtutorial
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Music used in this vid:
Beyond - Patrick Patrikios (KZread Library)

Пікірлер: 60

  • @theDesignClass
    @theDesignClass3 жыл бұрын

    Excellent video. Well constructed and paced. Thank you!

  • @sravyas9753
    @sravyas9753 Жыл бұрын

    This is what I was looking for! Perfect explanation.

  • @thfpjct3706
    @thfpjct3706 Жыл бұрын

    Great explanation, was looking for a video like this since i wasn't understanding what the Metallic map in my textures was actually doing and was just adding it for the sake of it.

  • @Whatmovietitle
    @Whatmovietitle Жыл бұрын

    Perfectly explained, thanks a bunch!

  • @MrChayza
    @MrChayza2 жыл бұрын

    I have learnt so much thing in less than 3 minutes than in the last year, thank you very much!

  • @Batuhan96glaive

    @Batuhan96glaive

    Жыл бұрын

    Bro! Appreciate the video, but if you learned more than a year's commitment in 3 minutes, then there's a problem with you not the rest of the resources.

  • @EmiliaHoarfrost

    @EmiliaHoarfrost

    Жыл бұрын

    @@Batuhan96glaive At the same time, learning is not direct but progresses over time. If they had a year of commitment, and finally understood, perhaps that additional information learnt throughout that extra year will help inform their future decision-making too, or make them realize more, reactivating past memories. It is true that epiphanies are often occurring this way, after all.

  • @chijiokeuche4363
    @chijiokeuche43632 жыл бұрын

    Very short Very brief VERY INFORMATIVE Thanks

  • @LoreEG1999
    @LoreEG19999 ай бұрын

    Thank you! Now I'm regreting not paying attention on my texturing class but you just saved me!

  • @EHManjo
    @EHManjo Жыл бұрын

    Awesome, super helpful!!

  • @AidanJoyce
    @AidanJoyce2 жыл бұрын

    PERFECT. Thank You. No 1. Simplified explanation given so far and also very well demonstrated visually. THANK YOU VERY MUCH. Liked and Subbd.

  • @ayushrawat3431
    @ayushrawat34312 жыл бұрын

    Very informative and efficient

  • @penofvenomstudios1799
    @penofvenomstudios17995 ай бұрын

    That was a great INFO-torial on PBR!

  • @chrisrams3D
    @chrisrams3D9 ай бұрын

    Excellent video, thank you!!!

  • @dacegao1217
    @dacegao12172 жыл бұрын

    Great explanation!

  • @danoreilly5020
    @danoreilly5020 Жыл бұрын

    Very helpful video thank you!

  • @szkrukowski
    @szkrukowski2 ай бұрын

    Thank you. Good content

  • @chadwilliams4373
    @chadwilliams43734 ай бұрын

    Very helpful, thanks

  • @mattkaz9604
    @mattkaz96042 жыл бұрын

    Very good, thank you.

  • @marcelodeniz3932
    @marcelodeniz39327 ай бұрын

    excellent! thank you

  • @vast634
    @vast634 Жыл бұрын

    When you have sub pixel details, the metal map can also have a blend between metal and dielectric (eg grey).

  • @footballhub596
    @footballhub5962 жыл бұрын

    Appreciated😊🙏❤

  • @VictorPrivalov
    @VictorPrivalov Жыл бұрын

    Good one!

  • @mathajar9563
    @mathajar95632 жыл бұрын

    perpect high quality video thanks!

  • @aadityautkarsh6115
    @aadityautkarsh61152 жыл бұрын

    nice explanation

  • @krakenader
    @krakenader2 жыл бұрын

    I knew what those things are but needed an actually - total high level explanation for my girlfriend - THIS is the best video that fullfilled the role

  • @moisture8989
    @moisture89893 жыл бұрын

    great video. I found good channel

  • @georginikoloff9280
    @georginikoloff92802 жыл бұрын

    what a great video!

  • @flobbie87

    @flobbie87

    9 ай бұрын

    What a useful comment!

  • @pbskpcgames7996
    @pbskpcgames79962 жыл бұрын

    thanks bro

  • @Gametime05577
    @Gametime055777 ай бұрын

    thanks

  • @svaira
    @svaira3 ай бұрын

    So for short: you think you need these different kind of textures in the fragment shader, i.e. one base color (rgba, so vec4 texture), one normal map (vec3 texture) and four others (each float texture, can be combined into one vec4) - i.e. three texture units, right?

  • @judofernando8298
    @judofernando8298 Жыл бұрын

    question please, everytime im making texture in substance painter. it always pixelated when up close. any how to fix it ? thank you

  • @haniyedelshakib2765
    @haniyedelshakib2765 Жыл бұрын

    The best high-quality Masonry Wall PBR Material : kzread.info/dash/bejne/X6Smx7aGebzXmaQ.html Procedural Wire Chain Link Fence in Blender 3.3 (Beginner Tutorial) : kzread.info/dash/bejne/kYx1y7Zmhr3LeJM.html

  • @TheBillStout
    @TheBillStout9 ай бұрын

    this is is about types of maps. PBR is about Gamma correction.

  • @mattkaiser8984
    @mattkaiser8984 Жыл бұрын

    This might be a dumb question, but is it superfluous to apply a toon shader to a pbr texture?

  • @willieoverman7863

    @willieoverman7863

    10 ай бұрын

    Not a dumb question at all imo. Afaik toon shading just thresholds the values of both diffuse and specular values per pixel, which creates the simplistic cartoony look. Considering that PBR gives the option for a single material to have any kind of roughness or metallic values in different places doesn't change the fact that these can be thresholded. So technically you could have PBR toon shading, but I'd say it would clutter the final result too much to uphold the artistic value of toon shading.

  • @S9universe
    @S9universe2 жыл бұрын

    cool

  • @icecake1463
    @icecake1463 Жыл бұрын

    So In a nutshell PBR is how lighting interacts with 3D objects, the Pbr Material used will Determine it?

  • @flobbie87
    @flobbie879 ай бұрын

    And here i thought you throw Blinn, Phong and Gouraud out of the window and actually use Fresnel.

  • @EGeorgev
    @EGeorgev8 күн бұрын

    Only texture map I'm struggling to wrap my head around is the AO. Like what the hell is ambient lighting?

  • @roylavecchia1436

    @roylavecchia1436

    16 сағат бұрын

    Ambient lighting is lit areas of an object that are not lit directly by a light source , but by scattered light. For an example, if you stand in the shade where sunlight is not directly lighting the area, you can still see objects and surfaces, due to scattered light illuminating them. With no ambient light it would be complete darkness.

  • @mat5844
    @mat58448 ай бұрын

    im struggling to understand you with the background music :( a part from that, amazing video :)

  • @hanako6089
    @hanako60892 жыл бұрын

    It would be great if you added subtitles to your videos for people with language difficulties :)

  • @SuperShadow

    @SuperShadow

    Жыл бұрын

    @@garagefarmacademy with some minor corrections 0:58 spec plus -> spec-gloss 1:10 back -> pack? bake? 1:22 mik -> MIKK 1:26 wire and the green -> Y or the green

  • @SuperShadow
    @SuperShadow Жыл бұрын

    I hope you've upgraded your mic since recording this o.O

  • @flobbie87
    @flobbie872 жыл бұрын

    But what is PBR?

  • @Earthium
    @Earthium Жыл бұрын

    So that's helpful. So there isn't anything really different it's just one super material combining the data from many separate textures into one.

  • @mashrien
    @mashrien7 ай бұрын

    1:41 Everything except hydrogen and helium, *_IS_* a metal, according to physics and physicists. Wood?- Metal. Glass?- Metal. Oxygen?- Metal. Water?- Metal. Crystal?- Metal.. Grass?- Metal lol It's absurd, but a funny little quirk of physics, and a fun tidbit to know and share with others to get that *_awesome_* "wait.. wtf?" dumbfounded look people get when their brain breaks trying to compute something lol It's even more entertaining when they sit and chew on it for a bit and you *_swear_* you can smell burning batteries lol

  • @joyceng9268
    @joyceng9268 Жыл бұрын

    1:30 is Mitkk

  • @TheManWhoSoldHisSoul

    @TheManWhoSoldHisSoul

    Жыл бұрын

    Is that a thing? Maybe this is not the correct name

  • @No_Plastic
    @No_Plastic Жыл бұрын

    Diffuse and albedo are totally different maps

  • @comalab2387
    @comalab23873 ай бұрын

    can you explain why its called PHYSICALLY based rendering? that seems to be a grammatical error. Physics-based would make more sense i guess.

  • @mr.j7899
    @mr.j7899 Жыл бұрын

    pinoy?

  • @user-zz2db6yg6l
    @user-zz2db6yg6lАй бұрын

    ai voice?

  • @Alex-ve4hn
    @Alex-ve4hn Жыл бұрын

    tf is up what that audio

  • @syntaxed2
    @syntaxed2 Жыл бұрын

    This video is erroneous - The graphics APIs dont enforce any particular way of reading a texture - They infact dont have any notion or hardcoded concept of a "normal map". It doesnt exist to the API. To the API a texture is just data - and you decide how GL/DX/VK reads & interprets this data, e.g GL_FLOAT. And what you call "normal map" is a user calculation done on this data in a fragment shader to manipulate fragments and give the illusion of extra detail. But the API itself has no idea what a normal map is, or what calculation you are using or how you want to use the texture data.

  • @Reg1773
    @Reg17732 жыл бұрын

    This auto-generated voice is terrible and hard to understand for a non-native speaker :(

  • @apollovacademy6066

    @apollovacademy6066

    2 жыл бұрын

    This is a real voice bro

  • @mahmoudzaefi2958
    @mahmoudzaefi2958 Жыл бұрын

    thanks

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