The Secret to Disney Textures in Blender 3D! Material Deep Dive

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Unleash the magic of Disney-style materials in Blender 3D with our in-depth deep dive! In this video, we explore the techniques and secrets behind creating stunning materials inspired by Disney's iconic art style, right in Blender 3D.

Join us as we walk you through the process of crafting materials that evoke the essence of Disney animation. We'll cover essential tips, best practices, and expert insights to help you achieve that Disney-level quality in your Blender projects.

Whether you're new to Blender or a seasoned 3D artist, this deep dive into Disney-inspired materials will expand your skillset and enhance your creative output. Learn how to bring the enchanting world of Disney to life with your own 3D art!

Don't forget to subscribe to our channel for more Blender tutorials, tips, and updates on the latest features. Share your thoughts on Disney-style materials in the comments below and connect with fellow Blender enthusiasts.

#Blender3D #DisneyMaterials #MaterialCreation #3DAr
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This is a great introduction to PBR materials in Blender, definitely covers the salient parts of what is a complex workflow. Couple of things to note, though: the IOR value actually does nothing if the transmission slider is set to zero. So for non-transmissive surfaces, you only need to plug in the specular formula using the appropriate Index of Reflection input (still taken from that same website, but opaque materials are not refractive so it's a reflection value for them, technically). Conversely, the specular slider is ignored if transmission is non-zero, with the specular instead calculated from the IOR value and roughness. Lukas Stockner actually goes into detail about this during his 2022 Blender Conference presentation, where he describes how the current Principled BSDF rather inefficiently has three different IOR parameters that it uses. One for transmission, one for subsurface scattering, and an internal one for the specular slider, with one of the main goals of the new Principled V.2 shader being to unify all these IOR's into a single input.

Also worth noting that the transmission roughness slider is hidden if the light scattering mode at the top is set to Multiscatter GGX.

Arjjacks
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Guys, get this straight. This video might seem HARD, but it is genuinely a GOLD MINE.

devar
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You textures are gorgeous, this is exactly what Im trying to learn. I also love the wobbly hair on the goober! 🥰

turtlelearnsd
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There is one thing I have to say about SSS at 4:46. The subsurface radius is the distance that light can penetrate into object and the radius is divided into 3 main wavelengths which are red green and blue. The important thing here is that the values should never be randomly picked or arbitrarily chosen since the values have unit which corresponds to Blender's system unit. If your Blender settings are default. Then 0.1 means light can travel into objects 10cm long. Also, if you want to have real SSS effect, you should leave Subsurface to 1 and tweak the radius values because the fist SSS value is the multiplier of subsurface radius, the multiplication of those 2 values is the final distance for each wave can go into the object. Addition to that, you want your object to have real world size like a 1.6 to 1.8meter human model otherwise your SSS value will hard to measure.

chlbrn
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Great video! Only recommendation is to add chapter markers!

NikkiHNguyen
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It is a short and to the point masterclass.

JavierSam_Uy
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Has Blender 4.1 changed the texturing setup because I can't find these things when I tried to follow along...

danielletchford
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Some people who thinks it's Blender doing the art are super wrong. It's the hours spent thinking about art, making the design, failing and improving upon failed design. That's how you design this kind of characters and backgrounds. You have a very long time in years doing donuts, teacups, stick figures without a soul and super deformed abnormalities until you learn how to control your art enough so as to call it intended - good design.

mr_art
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I'm really confused as to how you already have IOR listed in your Value bar on the node group at 7:18, I'm trying to copy this formula to utilize for myself but I can't find any scene where you have the nodes zoomed out far enough to see what is attached to the group input

YentaTheGamer
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you are always on time i was working on tis toy story shot recreation thanks for the info

arpitdwivedi
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On point explanation of the PBR fields. Thanks!

ErikMKeller
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appreciate your effort.really valuable content for everyone, specially for beginners like me.

Lj
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The 's' in Fresnel is silent. That is, phonetically it is pronounces fruh-nel.
I have seen some youtube videos pronounce the 's', which unfortunately will promote incorrect pronunciation.
Fresnel equations are named after Augustin-Jean Fresnel, a French civil engineer.

ronfrancis
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I hope some day I'd be able to create gorgeous materials just like you 😭

danielrio
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1) Specular. The only reason to use this for metals is if you have only a base metal color and no edge tint. Adding specular will at least make a transition to white at glancing edges, which may be better than nothing.
2) Specular. It's a 0-1 value for artistic reasons. Creating and previewing maps/values for IOR is just cumbersome. Also, real materials are rarely perfectly close to a theoretical surface but has "hollow channels" on a microscopic level where specular energy is lost rather than bounced back. The control is also frequently used if you need to fake shadow gaps; i.e. if you can't afford modelling floor boards with actual gaps and they're not that important to the scene, you can mimic the specular energy loss in these gaps by reducing - or even completely eliminating - specular reflections.
3) Metallic. Should be either 1 or 0 for a "material". The only reason to use in-between values are for antialiasing purposes or if you're *FORCED* to use a single Principled BSDF which might be the case for game engines. Otherwise the preferred method is 1 for the "metal material" and 0 for the "paint material" or "oxide layer material" where each "material" is contained in separate Principled (or others) BSDFs. I'm not going into semiconductors here.
4) Don't trust these "IOR tables", especially for metals. Note how Titanium have a lower IOR than Diamond and Nickel is lower than Water and Gold is <1 meaning Gold will show a Snell's window effect on the outward facing normal (it would be the case for being in water looking towards air). Pure insanity.
5) Anisotropic. A key element to this is the tangent input, and having a well defined UV space to define the direction(s) when (usually) radial tangents are not appropriate. Also, the Principled anisotropic implementation kinda sucks tbh, might be better off combining two anisotropic shaders (GGX and Beckman) and blend those with a sharp glossy based on sharp viewing angle when trying to to brushed/directional satin metals. Few renderers does anisotropic correctly, in that they *NEED* roughness to work which is not the case in real life. Filament is the only renderer I'm aware of that does this better, ref manual "We instead opted to follow the relationship described in [Kulla17] as it allows creation of sharp highlights".
6) Anisotropic. You can also use the setup in 5) to fake a "longer tail" which is useful for metals and we only have GGX distribution. Principled's topcoat layer does use the GTR distribution (but with a fixed longer tail rather than adjustable), so compare with that one if you don't know what it is all about. Often metallic pipes and so on, unless polished to a mirror surface, will show this characteristic in that reflections are stretched perpendicular to the direction they are semi-polished in.
7) Sheen is a hoax for Principled (v1), sorry 😉It's there as an artistic control to allow the user to compensate for energy loss due to disney diffuse (exit IOR). It has nothing to do with creating velvet like appearances. Principled (v2) which is upcoming, fixes this. *Then* we can create fuzz like appearances. Considering the video is only two months old, I'm a bit shocked this isn't known. Filament also has an awesome cloth shader, kinda wish we had that in Blender. Velvet shader don't do the trick, and forward/backward scattering with Oren Nayar is kinda meh for cloth purposes.
8) Glass. Principled (v1) doesn't support thin geometry glass. At all. Hopefully Principled (v2) will when it comes. And you can't use the incoming normal trick on it as that normal will control both refraction and glossy. For thin geometry glass, you need to set it up manually; fresnel to mix refraction and glossy, with geometry/incoming plugged into refraction normal only.
9) Normal maps. May not work as "expected" (wrong angles) when used in a texture bombing approach, or as box mapped. They can be very tricky to blend correctly. Their main strengths are they're fast to "compute" as it's a lookup only, cheap as single colors can depict a normal change over a large area instead of a gradient which may introduce stepping, and that they are scale independent; a 2 degree normal modification will remain 2 degrees no matter the scale it's being shown at. Instead it's the apparent height that is changed. Normal maps are best used when you're baking down the map to match a specific model, and/or if your end target is a game engine which may not even support bump maps without a heavy penalty.
10) Bump maps. They're easy to blend, don't require UVs, don't care about being baked or not, but they're scale dependent so you need to adjust the bump distance (not strength!!!) to maintain the same normals you want. So if you have a 0-1 bump map set to say 0.01 (1cm) and scale the map vector, the difference will remain 1cm but the angles have changed. This is opposite behavior to normal maps. Since the normals need to be actively calculated, they're more expensive than normal maps which is a lookup only. It can be wise to setup a material so that a flat version is considered for bounced lights. I prefer to use bump maps over normal maps, but that's related to the models I work with, the work I need done, and the fact that I'm only doing offline renderings in Cycles and don't have to consider game engine exports.
11) Normal and bump maps. None will account for masking and shadowing. Only actual geometry modifications will work for that, although you can fake it somewhat controlling specular (misses are more frequent that hits though).
12) Displacement with adaptive subdivision. Will bug out if used on instanced objects (dicing ratio for the source will be used, so distance to source matters), and may bug out if persistent data is activated. Learned that the hard way... Also it's a great temporary tool if you're building a bump map using maths and generators; you can spot and fix any graving discontinuities, and whatever goes into displacement scale is what should be used for bump distance to produce the same normal output.

gottagowork
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This is excellent, I learned alot! Thank you.

craigernstzen
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Im working on my thesis and this is very helpful, thank you very much!!!

tatopaz
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fire video bro! at 8:29 how do you solo a node like that so you can see what you're working with? Been trying to figure this out for a while haha

fiftyrock
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The biggest issue with the current Principled BSDF is that it's not energy conserving and often not energy preserving. I did an extensive video about this, showing how it affects a scene. But the good thing is that the developers are fixing this in a new version of the P-BSDF, which is currently called' Principled V2. It's properly energy conserving and preserving which is super nice. Another thing that in the current build is that they're doing away with the Specular channel and simply using the standard convention of using the IOR to drive glossy reflections. This may be a bit more challenging for less experienced users, but it's more technically correct.

christopherd
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You are Prometheus. Appreciate you, I do.

DustinWise