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PBR Explained in 3 Minutes - Physically Based Rendering
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- 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
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Music used in this vid:
Beyond - Patrick Patrikios (RUclips Library)
I have learnt so much thing in less than 3 minutes than in the last year, thank you very much!
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.
@@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.
Excellent video. Well constructed and paced. Thank you!
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.
This is what I was looking for! Perfect explanation.
Thank you! Now I'm regreting not paying attention on my texturing class but you just saved me!
Very short
Very brief
VERY INFORMATIVE
Thanks
it esplaned it a bit better, thank you good sir
When you have sub pixel details, the metal map can also have a blend between metal and dielectric (eg grey).
PERFECT. Thank You.
No 1. Simplified explanation given so far and also very well demonstrated visually.
THANK YOU VERY MUCH.
Liked and Subbd.
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Perfectly explained, thanks a bunch!
That was a great INFO-torial on PBR!
Thank you. Good content
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
Very informative and efficient
thanks
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?
question please, everytime im making texture in substance painter. it always pixelated when up close. any how to fix it ? thank you
Excellent video, thank you!!!
Very helpful, thanks
Very helpful video thank you!
excellent! thank you
Great explanation!
this is is about types of maps. PBR is about Gamma correction.
Awesome, super helpful!!
Good one!
Very good, thank you.
Only texture map I'm struggling to wrap my head around is the AO. Like what the hell is ambient lighting?
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.
nice explanation
So In a nutshell PBR is how lighting interacts with 3D objects, the Pbr Material used will Determine it?
perpect high quality video thanks!
This might be a dumb question, but is it superfluous to apply a toon shader to a pbr texture?
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.
Appreciated😊🙏❤
im struggling to understand you with the background music :( a part from that, amazing video :)
thanks bro
It would be great if you added subtitles to your videos for people with language difficulties :)
@@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
great video. I found good channel
what a great video!
What a useful comment!
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
But what is PBR?
I hope you've upgraded your mic since recording this o.O
And here i thought you throw Blinn, Phong and Gouraud out of the window and actually use Fresnel.
cool
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.
1:30 is Mitkk
Is that a thing? Maybe this is not the correct name
can you explain why its called PHYSICALLY based rendering? that seems to be a grammatical error. Physics-based would make more sense i guess.
Diffuse and albedo are totally different maps
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.
pinoy?
This auto-generated voice is terrible and hard to understand for a non-native speaker :(
This is a real voice bro
ai voice?
tf is up what that audio
thanks