How Pixar Textures EVERYTHING

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Photo-Realism, it's something a lot of CG films strive to attain, but Pixar has pushed the limits and perfected this technique.
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i was actually hoping for more pixar specific tips tbh

neian
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The spider’s are truly insane. That’s such a high level of detail and work put in. Love it! Great video again Smeaf 🙌🏻

KaizenTutorials
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This video should be called "Texturing overview: introduction to basic concepts about texturing in 2022".

What we have instead:
- Amazing title that feels like a Major secret in the industry but it's Just basic, common information. Let's bring Pixar into this. Check!
- Basic maps explanation. Check!
- Common and VERY basic aspects of texturing covered check!
- obvious plug of friend's texturing course Check!
- Oh, Blender of course

MarcoStillSeasonsCattaneo
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Pixar also uses some tricks so they don't have to individually map every object. In Wall-E, there's an enormous junkyard. All the junk on the ground was created using a procedural script.

lateball
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I know we all have to fight the algorithm a bit but Blenderusers specifically put out so many recycled and clickbaited videos that its honestly very exausting.
Lets be real: this ist just a basic overview of pbr and a couple specific tips - which are all fine - but nothing I wouldn't know already (and Ideas everyone, not just pixar, utilizes).
I kinda miss the days where all the videos maybe werent flashy, but at least you knew what to expect instead of having to watch 10 minutes of content everyone and their grandmother has made Videos about already.
I mean other than that good editing I guess and the Video was well made.
Just wish you'd have been more honest with the framing

Geemeeofficial
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Bro the cobb web thing shows dedication on some other level!!!

M_k-zitn
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While that's actually PBR, using different maps for faking height and roughness information is called Deferred Rendering. PBR is just a relatively new way of using it, in which every pixel information is based on actual physical values. Previously we used diffuse maps with baked-in shadows and ambient occlusion for the color channel. Now, with PBR only the color is needed in the albedo map. The shader takes care of the reflectance/transmittance and some self-shadowing depending on the color and interacting with the roughness and normal channels.

roteira
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Gotta say the title has very little to do with the video. PBR and imperfections is how every experienced 3D artist textures certain objects. Its not a pixar exclusive and there is a million tutorials on it. But fair enough, I guess you're just hustling for views.

Maarten-Nauta
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The cobwebs can be executed using geometry nodes in Blender. But i wish in the future updates of Blender we got a nanite feature like in Unreal Engine

remie
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All very good info. I'd make the point that the knowledge about PBR materials and the fact that Pixar uses some insane Houdini simulations alone is not the actual secret to how pixar looks. It's how they dial in their textures, how they color grade their scenes and how they mix their real life and stylized asstes. Thinking that Dreamworks doesn't know about PBR or simulations is just not true. Even without having worked at the company you can see that they KNOW about it. Their style is just very different and that is the actual secret.

YouTubsel
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“ Imperfection is virtual perfection “

orion
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Yooo another awesome video Smeaf! Love how you breakdown the best techniques and concepts in the industry 🤠! The editing, music, and message are on point and every upload is 🔥

BlackMixture
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Please keep explaining in depth the way you do here, like with how the maps work ect that made me just suddenly put the pieces together in my head to understand it fully, I’ve tried a lot of videos and for months and this is explained the best out of them all for me

timmayvns
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loved the RS song. brings me back so many memories. thankyou for that.

victorhugoleme
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How Pixar textures everything... The same way the rest of us do.

marcus_ohreallyus
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points for alle the music and sounddesign choise in this one 😂😂

weeedley
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PBR stands for Physically Based Rendering. Not the textures. Yes, it's the textures in combination with the PBR shaders. You can have all the right textures, but without the right shaders, you can't achieve how the light "physically" gets absorbed in rendering.
Most all 3d Render engines out there now use this.

Art_
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Very click baity thumbnail, i was expecting something subtle with uvs in the creases, ya know because of the arrow

aaronspencermusic
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Great video! One of the things I think people might be interested in is a very big difference between current PBR materials and the material models of the past, and that difference is that PBR materials are energy conserving. Without going too deep into it, energy conservation means that no light energy hitting that material is destroyed, and no new light is created. That's part of the explanation for why scenes using PBR materials tend to look so cohesive.

In the past, if you wanted a material to be energy conserving, you kinda had to do the work yourself to make it happen. And even then, that material might only look right under certain lighting conditions.

It's worth reading up on physically based rendering if you wanna know more.

clairearan
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That spider web trick is possibly the coolest rig I ever did see 😂 mind blown

nadstunes