Substance for Unity: Chapter 01-01 Understanding PBR | Adobe Substance 3D

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In this video we will cover PBR fundamentals and map creation guidelines.

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Substance for Unity: Chapter 01-01 Understanding PBR | Adobe Substance 3D
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This tutorial is the best explanation of PBR concepts I've seen. I'm following along with the trials versions of Designer/Painter, but you've easily earned my money by having resources like this. Thank you!

electricnightowl
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From a person just starting out with PBR and substance designer/painter, this tutorial has helped me out a lot and taught me many important things.

Enderquartz
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"A reflected ray is never brighter than the value it had when it first hit the surface"

While this may be true 99.9% of the time, and is a good rule to follow in general, it is not *always* correct. Certain materials can appear (and actually are) brighter than the incoming visible light. This is because they break down higher-energy photons (ultraviolet, invisible to the naked eye) into multiple visible photons, thus reflecting not only the regular visible photons, but a few more that weren't visible before. This effect is called "day glow" or "neon". "Neon green" or "neon pink" construction paper is actually brighter than other materials when in the presence of ultraviolet light.

Dominic_Muller
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Awesomely-awesome tutorials, even if one is not interested in Unity. Thanks Wes and Allegorithmic!

mattgrimaldi
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This is an excellent introduction to PBR. I look forward to the rest of the tutorial.

ZakDraper
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thank you so much for taking the time to explain it in detail. best tutorials thus far.

loekTheDreamer
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Thank you vey much for these tutorials. Very well produced and filled to the brim with knowledge.
I have the 30 day trials but will be buying soon.

MojoTunc
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Awesome course ! Extremely helpful. Was looking for this kind of detailed explainations about PBR. Thank you a lot.

Denns
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Metal/Roughness Workflow

Diffuse reflection is the reflection of light or other waves or particles from a surface such that a ray incident on the surface is scattered at many angles rather than at just one angle as in the case of specular reflection.

Diffuse light is dependent on the material colors, light colors, illuminance, light direction and normal vector.

Diffuse light/Diffuse reflectance/ Diffuse Color reflectance = Albedo or Diffuse or color map

Albedo*: only show characteristics of object,
i.e dark metal, gold or silver

Metallic map: Shows which metal or non metal i.e. mask

*Example: Raw metal

Every surface has different reflectance value which is stored as color in albedo map(that's why shadows are avoided in albedo map)

Different colors(F0) shows different reflectance values, Example: When spectrum of light of different colors hit apple(by unique material characteristics of apple) reflect red color more than any other color that's why see apple as red.

mentionedfirebread
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Love this video, just wish I watch it last year before one of my project, would of save me a lot of time

Felix-lgcn
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I am waiting UE 4 version...and Thanks Allegorithmic..you are so GREAt

ashraf_dz
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You guys at Allegorithmic rock ! Thank you.

MrKraignos
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Thank you Allegorithmic for the videos :)

douka
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Thank you so much for the video. I just wanted to get this confusion out of my chest, is metallic reflectance same as specular reflectance?

tommycho
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Great tutorial dude! And btw, just to satisfy my curiosity, how much tris does that asset have? I can't really say if those are all perfect normals or it has a lot of geo

feykrodesu
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For a PBR Cycle render Blender workflow, is it better to use Albedo Rougness Metalic, instead of Diffuse Glossiness ? I can used both but i found a good node that works fine with your shading system, i also used Unity of course because sometimes real times is much quicker to see result than CPU rendering.

Meteotrance
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Thanks for clarifying a lot of the questions i wasn't sure about like adding dirt over a metal, i was using a black color for the metal channel of the dirt layer over the white metal parts as i was thinking dirt isn't metallic so it shouldn't be. Heard it isn't good to use grey values in between white and black for the metal as i tends to create artefacts since objects are either metal or dielectric it this true?

TheIcemanModdeler
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I really liked this tutorial, it explains a lot, especially the edge artifacts which bothered me recently. Bear with me, I am a programmer.
So I want to make a good looking asset. I model it in my 3d modelling application. Then is unwrap it, but the problem is that there are so many faces to unwrap and I end up with a really low texel denisty on individual faces because I want to fit everything into the 0-1 space. Any artist here that could give me a quick hint on how to improve my uv map?

BboyFTW
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can someone tell the name of music plz ?

StudioNicomedia
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Sometimes I create FULL black values on my base color (and full white color on roughness in that same place) to mimic dark holes and voids, Is that ok ?

Marcos_____