PBR Materials Explained

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0:00 Intro
0:56 Color Map
1:35 Metallic/Metalness Map
2:16 Roughness Map
3:03 Normal Map
3:59 Height Map
5:05 Alpha Map
5:44 Emission Map
6:20 Demonstration
7:44 Outro

JohnSmith-ozxy
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Nice. Despite the use of AI voice, the video is high quality.

KellyWu
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You’re missing something. POM or Parallax occlusion mapping, is a good option to replace displacement, it doesn’t increase the polygon count but it does provide depth. The only weakness it has is it can only go into the surface, not out of it. It’s better than normal mapping.

unyu-cyberstorm
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INSANE TUTORIAL, no one explains PBR materials as you, new sub

alecdelatorrecano
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Even if I already knew all of this, it was really satisfaying to watch, nice video, great job !

lestrucsdeflo
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This is the most convincing AI voice I have ever heard.

geese
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To mimic the microdispacement, switch the feature set to experimental, add subdivision surface modifire and check Adaptive subdivision.

GraffinityOfficial
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1:59, This is a little wrong. Metallic basically lerps from [specular light + (albedo * to [specular lighting * albedo (no gi/bounce lighting)]

macksnotcool
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The white rubber doesn't absorb light, what you mean is it diffuses all light. The reflection of a rubber is the same as a mirror of the same color however their scattering is nearly 100% so you see no gloss.

maniacos
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very well summarized, strongly and clearly explained. thanks for that

Vertexbird
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very good point ! even for past padawans ! bravo, super clear

bbkorp
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Normal Maps and Hight Maps are so cool in video Games, It's one of the reasons the PS4 and Xbox One were such a big graphical leap from the 3 and 360

DARK_AMBIGUOUS
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This is a brilliant video. Thumbnail amazing. Most elements of editing, amazing. However, although it is a relatively good one, the AI voice is a bit dodgy. Other than that, great video!

hedge
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A typical glass mirror with a thin coating of silver or aluminum reflects about 85-90% of the light, while the remaining 10-15% is absorbed or scattered by the mirror material and the protective coating. The percentage can vary depending on the mirror's quality and type. For example, high-reflectivity mirrors used in scientific instruments can reflect up to 99% of light, whereas standard household mirrors have slightly lower reflectivity.

zairmonibutcew
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Even if I knew all of this, this will still be a good resource to come back to so, you got a new sub!

thecoolestofguys
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Thanks for video, this is will be useful

mata_cira
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Rubber does not absorb all light, in that case it would be just black. And mirror does not reflect all light, you can have a very dark mirror that absorba like 90% of all light but it would still be a mirror.

Astro_retired
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you maybe should have also talked about parallax occlusion mapping, beacuse its a common way to do depth cost effectiv in games

elbodomo
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Thank you for this. Straight to the point and very informative. Going to see what other videos you have.

KevinJSXM
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THIS VIDEO IS SO PERFECT IT GAVE ME CHILLS! OMG THANK YOU SO MUCH!! ❤🎉

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