Это видео недоступно.
Сожалеем об этом.

PBR Explained in 3 Minutes - Physically Based Rendering

Поделиться
HTML-код
  • Опубликовано: 17 авг 2024
  • 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
    GREAT DEAL! 💸
    Use the code 🏷️ GFACDMY 🏷️ while registering to get 💰 FREE 💰 $50 credits and render your projects - bit.ly/GarageFa...
    If you're new to cloud rendering and would like to learn more, here's a great resource for you garagefarm.net...
    Music used in this vid:
    Beyond - Patrick Patrikios (RUclips Library)

Комментарии • 61

  • @MrChayza
    @MrChayza 2 года назад +56

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

    • @Batuhan96glaive
      @Batuhan96glaive Год назад +5

      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 Год назад +2

      @@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.

  • @theDesignClass
    @theDesignClass 3 года назад +14

    Excellent video. Well constructed and paced. Thank you!

  • @thfpjct3706
    @thfpjct3706 Год назад +4

    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.

  • @sravyas9753
    @sravyas9753 Год назад +8

    This is what I was looking for! Perfect explanation.

  • @LoreEG1999
    @LoreEG1999 10 месяцев назад +1

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

  • @chijiokeuche4363
    @chijiokeuche4363 3 года назад +9

    Very short
    Very brief
    VERY INFORMATIVE
    Thanks

  • @Biggarou
    @Biggarou Месяц назад

    it esplaned it a bit better, thank you good sir

  • @vast634
    @vast634 Год назад +4

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

  • @AidanJoyce
    @AidanJoyce 2 года назад +2

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

  • @haniyedelshakib2765
    @haniyedelshakib2765 Год назад

    The best high-quality Masonry Wall PBR Material : ruclips.net/video/-preTMIYqiA/видео.html
    Procedural Wire Chain Link Fence in Blender 3.3 (Beginner Tutorial) : ruclips.net/video/_XAiT-VZeH0/видео.html

  • @Whatmovietitle
    @Whatmovietitle Год назад +2

    Perfectly explained, thanks a bunch!

  • @penofvenomstudios1799
    @penofvenomstudios1799 7 месяцев назад

    That was a great INFO-torial on PBR!

  • @szkrukowski
    @szkrukowski 4 месяца назад

    Thank you. Good content

  • @krakenader
    @krakenader 2 года назад +1

    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

  • @ayushrawat3431
    @ayushrawat3431 2 года назад +1

    Very informative and efficient

  • @Gametime05577
    @Gametime05577 8 месяцев назад +1

    thanks

  • @svaira
    @svaira 4 месяца назад

    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 Год назад

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

  • @chrisrams3D
    @chrisrams3D 10 месяцев назад

    Excellent video, thank you!!!

  • @chadwilliams4373
    @chadwilliams4373 6 месяцев назад

    Very helpful, thanks

  • @danoreilly5020
    @danoreilly5020 Год назад

    Very helpful video thank you!

  • @marcelodeniz3932
    @marcelodeniz3932 9 месяцев назад

    excellent! thank you

  • @dacegao1217
    @dacegao1217 2 года назад

    Great explanation!

  • @TheBillStout
    @TheBillStout 10 месяцев назад

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

  • @EHManjo
    @EHManjo Год назад

    Awesome, super helpful!!

  • @VictorPrivalov
    @VictorPrivalov Год назад

    Good one!

  • @mattkaz9604
    @mattkaz9604 2 года назад

    Very good, thank you.

  • @EGeorgev
    @EGeorgev Месяц назад

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

    • @roylavecchia1436
      @roylavecchia1436 Месяц назад

      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.

  • @aadityautkarsh6115
    @aadityautkarsh6115 2 года назад

    nice explanation

  • @icecake1463
    @icecake1463 Год назад

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

  • @mathajar9563
    @mathajar9563 2 года назад

    perpect high quality video thanks!

  • @mattkaiser8984
    @mattkaiser8984 Год назад

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

    • @willieoverman7863
      @willieoverman7863 11 месяцев назад +1

      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.

  • @footballhub596
    @footballhub596 2 года назад

    Appreciated😊🙏❤

  • @mat5844
    @mat5844 9 месяцев назад

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

  • @pbskpcgames7996
    @pbskpcgames7996 2 года назад

    thanks bro

  • @hanako6089
    @hanako6089 2 года назад +1

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

    • @SuperShadow
      @SuperShadow Год назад

      @@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

  • @moisture8989
    @moisture8989 3 года назад

    great video. I found good channel

  • @georginikoloff9280
    @georginikoloff9280 2 года назад

    what a great video!

    • @flobbie87
      @flobbie87 10 месяцев назад

      What a useful comment!

  • @mashrien
    @mashrien 8 месяцев назад

    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

  • @flobbie87
    @flobbie87 2 года назад +1

    But what is PBR?

  • @SuperShadow
    @SuperShadow Год назад

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

  • @flobbie87
    @flobbie87 10 месяцев назад

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

  • @S9universe
    @S9universe 2 года назад

    cool

  • @Earthium
    @Earthium Год назад

    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.

  • @joyceng9268
    @joyceng9268 Год назад

    1:30 is Mitkk

  • @comalab2387
    @comalab2387 4 месяца назад

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

  • @No_Plastic
    @No_Plastic Год назад

    Diffuse and albedo are totally different maps

  • @syntaxed2
    @syntaxed2 Год назад +2

    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.

  • @mr.j7899
    @mr.j7899 Год назад

    pinoy?

  • @Reg1773
    @Reg1773 2 года назад +2

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

  • @user-zz2db6yg6l
    @user-zz2db6yg6l 2 месяца назад

    ai voice?

  • @Alex-ve4hn
    @Alex-ve4hn Год назад +1

    tf is up what that audio

  • @mahmoudzaefi2958
    @mahmoudzaefi2958 Год назад

    thanks