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
@GraffinityOfficial8 ай бұрын
You deserve the pin bro
@real-beamng-crashes8 ай бұрын
thanks!
@spacekitt.n7 ай бұрын
@@GraffinityOfficial fk your fake ai channel
@KellyWu048 ай бұрын
Nice. Despite the use of AI voice, the video is high quality.
@JuyohIsNotABot4 ай бұрын
Now I have to use my brain to recognise if the voices sound off or the mic is just bad
@unyu-cyberstorm648 ай бұрын
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.
@telefonkirtys7 ай бұрын
Dunno about blender specifically, but parallax displacement doesn't need any specific maps. It's more of a Shader effect and if your software of choice support it. It should work with standard displacement maps.
@gamerboygb60416 ай бұрын
@telefonkirtys with enough effort, Blender can in fact support POM
@unyu-cyberstorm646 ай бұрын
@@gamerboygb6041 I thought it natively supported it. But i could be wrong
@unyu-cyberstorm646 ай бұрын
@@telefonkirtys it’s called POM because unlike PM POM also calculates what is in front of and behind at the current angle of view
@MrMadvillan5 ай бұрын
I don’t know what you’re source is but parallax mapping in vray is worse and slower than displacement(2D landscape), by a significant amount. Tbh i’m not sure it’s it’s useful at all.
@geese51708 ай бұрын
This is the most convincing AI voice I have ever heard.
@LiAmari78 ай бұрын
this is the most convincing AI reply i ever heard
@geese51708 ай бұрын
@@LiAmari7 I promise I’m real
@brightblackhole24428 ай бұрын
I'm sorry, but as an AI language model, I cannot autonomously reply to a KZbin comment given the video's URL and comment text. My web browser allows me to access websites, but I cannot directly interact with them the same way a human would, such as writing a comment under a KZbin video. If you have any more questions, feel free to ask!
@thereoc8 ай бұрын
@@geese5170Sounds like something an AI would say!
@vibaj168 ай бұрын
I've heard far more convincing ones
@alecdelatorrecano36178 ай бұрын
INSANE TUTORIAL, no one explains PBR materials as you, new sub
@GraffinityOfficial8 ай бұрын
Bro ❤
@Vlocky17 ай бұрын
*as the AI
@TheUnderscore_4 ай бұрын
@@Vlocky1Oh ye lemme just completely discredit the script, filming, and editing rq 😂😂
@lestrucsdeflo8 ай бұрын
Even if I already knew all of this, it was really satisfaying to watch, nice video, great job !
@pstm538 ай бұрын
the beginning hurt my eyes how is this satisfying
@lestrucsdeflo8 ай бұрын
@@pstm53 You just had to pass the 16th second...
@GraffinityOfficial8 ай бұрын
To mimic the microdispacement, switch the feature set to experimental, add subdivision surface modifire and check Adaptive subdivision.
@Aryoz3DStudios8 ай бұрын
can u make a tutorial on "how to make a realistic glock or gun in blender" and follow uys thrugh with how you made it. Pls if you want i can give you some irl drawings. (also for this I mean can u show us how to make a model of a gun and how to animate its insides. Thx!)
@not_herobrine37528 ай бұрын
i swear this thing has been an experimental feature since 2.8
@greenytoaster8 ай бұрын
modifier*
@phepheboi6 ай бұрын
@@not_herobrine3752yep, also a standard in octane render for like 4-5+ years
@macksnotcool8 ай бұрын
1:59, This is a little wrong. Metallic basically lerps from [specular light + (albedo * bounce-lighting/global-illumination)] to [specular lighting * albedo (no gi/bounce lighting)]
@maniacos28015 ай бұрын
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.
@kubistonek4 ай бұрын
☝️🤓
@vanterbaba41104 ай бұрын
@kubistonek you're watching a video about pbr materials...
@kubistonek4 ай бұрын
@@vanterbaba4110 nah im eating dinner
@vanterbaba41104 ай бұрын
@kubistonek oh lord I'm so sorry I though I saw you doing it when I checked through your window.
@zairmonibutcew2 ай бұрын
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.
@bbkorp8 ай бұрын
very good point ! even for past padawans ! bravo, super clear
@Vertexbird8 ай бұрын
very well summarized, strongly and clearly explained. thanks for that
@thecoolestofguys8 ай бұрын
Even if I knew all of this , this will still be a good resource to come back to so, you got a new sub!
@Astro_retired6 ай бұрын
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.
@zipzorp-eh1ey6 ай бұрын
Maybe the terminology isn't quite there, but I think you get the general idea.
@elbodomo88758 ай бұрын
you maybe should have also talked about parallax occlusion mapping, beacuse its a common way to do depth cost effectiv in games
@KevinJSXM8 ай бұрын
Thank you for this. Straight to the point and very informative. Going to see what other videos you have.
@hedge118 ай бұрын
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!
@GraffinityOfficial8 ай бұрын
Just Bought a new mic, next video will be authentic me again 🤙
@hedge118 ай бұрын
@@GraffinityOfficial Don't really use blender but I'll definitely make sure to check out the next one :)
@luisnavarro76418 ай бұрын
great video
@robbiekavanagh28026 ай бұрын
2:47 I'm not criticizing but wouldn't a rubber that absorbs all light appear black instead of white? I've been trying to understand what makes something reflective for a long time and I don't think it's just how smooth it is. You could polish any material to a 'mirror finish' of flatness and it wouldn't be as reflective as the metal used in mirrors. Why does a perfectly smooth, flat rubber surface scatter light so well? Is it that some of the light penetrates and bounces around before returning to the environment? I think this is the explanation but I'm not certain, I've always heard it explained as surface roughness being responsible but I'm not convinced.
@muhammadrizkyabz5 ай бұрын
Penjelasan dan ilustrasinya mudah dipahami, mantap!
@oroteorias98603 ай бұрын
THIS VIDEO IS SO PERFECT IT GAVE ME CHILLS! OMG THANK YOU SO MUCH!! ❤🎉
@GraffinityOfficial3 ай бұрын
@@oroteorias9860 Much love ❤️
@pk3dio8 ай бұрын
I don't know why it doesn't work for me. Does there have to be some subdivisions in the object? any modifiers?
@GraffinityOfficial8 ай бұрын
My bad, You need to enable experimental feature set under cycles, and them add subdivision surfaces modifire with Adaptive subdivision enabled.
@DARK_AMBIGUOUS5 ай бұрын
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
@StudioKossai4 ай бұрын
I have a question. Is there any possible simple and proven way to create those images for those material maps? I'm guessing that it's probably not enough to take a photo of a surface with a mobile phone (for example, a road, a tree trunk or even a lawn) and create all the maps purely from that photo so that they would be perfectly realistic in the rendered result.
@SathishKoththollaАй бұрын
Cavity, curvature, AO. Flow. and many maps are there too to utilise
@mattburkey8 ай бұрын
This is a great overview, but you would do well to inform newbies that not all normal maps are created equal. There are two types OpenGL and Direct X normal maps, and the difference between the two is the GREEN channel is inverted. Therefore, if you load a normal map and the shadows on it looks 'not quite right' somehow, you're using the wrong kind of normal map. In the intance of Blender - which uses OpenGL normal maps - loading in a DirectX normal map will look off. How can you tell which map is which? Sadly, there's no simple way until you apply it to your model. Luckily, the fix is simple, drop an 'RGB Curve' node between the normap map texture and the normal map node, and simply invert the green channel. Alternatively, uses a 'Separate RGB' node, with the green channel connected to an invert node, and then all channels back into a 'Combine RGB' node. Unfortunately, these two standards have co-existed for years so, you just have to fix them as you see them. A good way to check is to add a green inversion solution as detailed above and switch to a rendered view (Eevee/Cycles) and simply press 'M' to mute/unmute the node and as you toggle back and forth you can see which version works better. Keep up the great work! (The same is true loading OpenGL textures into a DirectX based engine/renderer)
@TechTotal948 ай бұрын
Thank you, I understood a bit, but I want to see it practically. Do you have any KZbin video that can explain it to me better?
@mattburkey8 ай бұрын
@@TechTotal94 I just recorded this to explain it. Sorry for the crap sound, I'm not a youtuber :P kzbin.info/www/bejne/bnTFqHtsfZJka7M
@mattburkey8 ай бұрын
@@TechTotal94 I tried to post a link to a quick video I threw together explaining it, but it seems like I can't post links here. I'll inbox you and @GraffinityOfficial the link as it's really useful information. Edit: I can't find a way to contact you so I've just stuck the the video on my channel publicly. Sorry about the crap mic, I'm not a youtuber, ha ha
@GraffinityOfficial8 ай бұрын
@@mattburkey Here is the video: kzbin.info/www/bejne/bnTFqHtsfZJka7M
@learnings-ln7qb6 ай бұрын
wonderful view
@DE.GRAPHICUE4 ай бұрын
great informations 👏🏻👌🏻
@Adam.Bodnar8 ай бұрын
Pekne vysvetlené 💪🏽
@mata_cira3894 ай бұрын
Thanks for video,this is will be useful
@jcubeh8 ай бұрын
Dokonale explainer video!
@limwang99938 ай бұрын
This is definitely so useful thank u for ur tutorial
@redjazzjrSRM6 ай бұрын
I just learned what PBR means and a little more technical names except they are outside of Maya Autodesk. I am just used to Arnold and not seeing albedo(not the same thing but work in the same area).
@renealbrechtsen97437 ай бұрын
Now I'd like to know how to make those maps. Particularly normal and roughness maps.
@lhagun6 ай бұрын
stop rotating the images like crazy, god dang it, i almost got motion sickness dude
@crashbuds53615 ай бұрын
man up
@mrgrizzle178 ай бұрын
Just wow so clear! Thanks!
@ardakurt3244 ай бұрын
can we make our own pbr materials from png? like taking a wood png from google and making its normal map or color map?
@themrunknown8508 ай бұрын
Please make a tutorial on how to create these maps and model them on blender please
@Dumka788 ай бұрын
Very good explanation.
@JGulickxАй бұрын
great video!! but why switch the color space to "non-color"? what does it do?
@simbarashekunedzimwe13722 күн бұрын
So that the color data is not affected or the effect incorrectly interpreted by the software.
@lilliblu40248 ай бұрын
Thank you I have been doing a few things wrong and this was sooo helpful.
@tetsukara8 ай бұрын
rough surfaces don’t absorb light. dark or colored surfaces absorb certain light wavelengths. rough surfaces just diffuse light.
@empireanimatorАй бұрын
Thanks man it helped me a lot 🎉
@Yahyabutnot6 ай бұрын
That was really nice , good job man 😁
@hexitcz7 ай бұрын
Když jsem viděl to extrahovat vše, tak jsem málem spadl ze židle. Zdravím sousede.
@GraffinityOfficial7 ай бұрын
Nazdar chlapáku
@scmomentshorts3 ай бұрын
Is it suitable for creating minecraft textures?
@fury79927 ай бұрын
I need help am new to blender and I was just trying out this...... And then I can't find the displacement node which I can apply the height map
@GraffinityOfficial7 ай бұрын
Maybe it is not visible because you are using eevee instead of cycles.
@fury79927 ай бұрын
@@GraffinityOfficial I have another doubt... Can I use a displacement map instead of a bump map and vise versa
@GraffinityOfficial7 ай бұрын
@@fury7992 well height map can be used to displace the plane but it can also be substitution for normal map, if you use bump node. This is a friendly advice. If you think something can work, try it first and then ask if something is not clear. It will be faster for you to find out than waiting for my response. 💪
@watercat12487 ай бұрын
0:35 the use for video game that realistic it must That is not complete true steamed it true that PBR material's used for realistic art style but the alose use those maps on all kinds off art style for cartoon to low polygons.
@DeMoNELectro8 ай бұрын
thank you this video is very usefull for me
@____Ehsan____8 ай бұрын
thanks man, it was very helpful👌🏻
@thatonerobloxiandude4 ай бұрын
Me just watching this while I have no idea about blender, 3d rendering or PBR Materials: 👁👄👁
@Splarkszter8 ай бұрын
Hey graffinity. I have been looking to make educational videos in my language but i haven't found a good enough project to be able to do so, and my own voice is not ideal(also i don't have the microphone or even the privacy). Can you help us with info on what you use?
@GraffinityOfficial7 ай бұрын
Try Elleven labs or Play.th
@atomiic396 ай бұрын
very informative. helped a lot
@RaphaelBru-kk4xy5 ай бұрын
incredible thank you very much fr this video
@Sangram-IND8 ай бұрын
Thank you so much. Subscribe done. Your all videos are very helpful for me❤❤❤❤
@tsubuzorottaАй бұрын
super useful
@ALiVe.ala116 ай бұрын
Nice Vid..✨✨✨
@pk3dio8 ай бұрын
Make a video, literally achieving this realistic result. From the beginning, please!!!
@arcranion8 ай бұрын
Cool edit
@ruy_mascarua7 ай бұрын
I'll never understand why normal mapa must be set to non-color if they have colors
@GraffinityOfficial7 ай бұрын
I think it is because blender is not actually using the color information, rather data stored as colors. My theory is that Each RGB channel is used as a greyscale texture which is then converted into XYZ coordinates.
@phizc7 ай бұрын
I think the default is to apply gamma correction to color images. That would mess up the normal maps since they're saved with a linear color space - I.e. the difference between 0 and 1 is the same as between 254 and 255. With colors after gamma correction, the intensity change between 0 and 1 is much less than between 254 and 255. I.e. without gamma correction, going from 1 to 2 is 100% increase, while going from 100 to 101 is a 1% increase. Gamma correction makes it possible to reproduce smaller intensity changes in dark areas.
@askhowiknow55275 ай бұрын
Pabst Blue Ribbon did all this?
@skyee996 ай бұрын
thank you for this video
@HarryLarsson-b2n8 ай бұрын
cam you stop zooming the camera all the time like we have an attention span of 5 seconds
@GraffinityOfficial8 ай бұрын
No
@Joy45s8 ай бұрын
i was gonna comment something similar, in just the first minute everthing moved too much lol. the theme seemed interesting but couldnt watch past that
@HarryLarsson-b2n8 ай бұрын
@@Joy45s yeah its really annoying, it actually hurts watch through rate if its too extreme
@erickfw1973 ай бұрын
Wait isn't the roughness explanation completely wrong? what do you mean rubber absorbs light? Things that absorb light are black, rubber just diffuses the light, meaning that every ray that hits it goes into a different direction because it's uneven and porous
@GraffinityOfficial3 ай бұрын
You are right, my statement was wrong so let me clarify. Rubber has higher Roughness, therefore it producs more diffuse reflections where light is reflected in all directions rather than in a single direction. It also absorbs some light due to the rubber properties, but most materials reflect the same amount of light but in different ways based on how rough the rurface is. That's why the specular reflection in the principled BSDF should be mostly set to 0.5 and only the Roughness should be adjusted.
@shappyshappes71848 ай бұрын
Not rotated enough. Need more rotations. 🥴 Good vid tho. Needed this
@Demodog905 ай бұрын
I find it hilarious how my pc can run rdr2 better than Minecraft shaders
@mr.rogers27717 ай бұрын
PBR - Policy Based Routing? 🤨
@CGToonStudio8 ай бұрын
Nice
@simbarashekunedzimwe13722 күн бұрын
Gold!
@spacekitt.n8 ай бұрын
Strange ai voice
@LT.dans_new_legs8 ай бұрын
Yeah for real
@spacekitt.n7 ай бұрын
@@LT.dans_new_legs its become such a plague on youtube, all these fake channels from content farms, and all this new ai tech is making it so much easier for them. genuine content is getting harder and harder to find. the script is probably written by chatgpt and the video edited by ai as well. these lazy fks will get away with it till youtube does something about it
@jaym22675 ай бұрын
PBR was a cool technology to learn at first a while back, now it's just knowledge a bunch of normies have figured out because they've loaded up blender once
@notcardi8 ай бұрын
this is the best use of ai voice
@esphyxia7 ай бұрын
6:41 yooooooooo FL Gang?! 👀 🥕 a fellow producer, I see?
@ReginaCæliLætare6 ай бұрын
Voxels still have the potential to look better
@mcmac1375 ай бұрын
The game requires nasa computer
@someone42295 ай бұрын
It's not a game
@cheezenn5 ай бұрын
Minecraft has pbr shaders
@originalni_popisovac8 ай бұрын
6:36 ty si cz? :D ten windows je v češtině hmm
@GraffinityOfficial8 ай бұрын
To je dost možné 🤙
@adanhernandez26938 ай бұрын
Love it
@MomoTempest66 ай бұрын
6:40
@Jayamen27 ай бұрын
Minecraft block pbr for pixels
@GDXapherox8 ай бұрын
"And then we put that into minecraft"
@Pinkoshaberibunny8 ай бұрын
Ive seen this in space engine i think
@VNCE_RENDERS7 ай бұрын
TYSM❤
@PaulSmithVPS8 ай бұрын
Good info. But greatly dislike the robo-voice. Hire a human.
@coreycarries7 ай бұрын
No
@maurovisuals6 ай бұрын
@@coreycarriesyou vs everyone else then
@dyfrigshandy6 ай бұрын
@@maurovisualsno
@vanzwho8545 ай бұрын
agreed
@fatima_sketch5 ай бұрын
Not everyone has enough money for that.
@EXOTIC014 ай бұрын
I thought this was about a minecraft texture pack
@Osito-697 ай бұрын
That's cool
@DiosDelMinecraft4 ай бұрын
New sub
@TheOneWhoSometimesSaysOk8 ай бұрын
This is great but why use ai voice?
@GraffinityOfficial8 ай бұрын
Microphone dead
@TheOneWhoSometimesSaysOk8 ай бұрын
@@GraffinityOfficial damn
@theroomofwall11627 ай бұрын
Damn does it need a wheelchair?@@GraffinityOfficial
@sohambedarkar48357 ай бұрын
thank you so much
@IAmBizarre8 ай бұрын
Finally, someone who doesn't use an AI voice for click bait
@marcopozzi5225 ай бұрын
Thanks, that was useful but please don't spin the material
@mpvn-vq5hl4 ай бұрын
This spin is nauseating lol
@mehulgilundia4 ай бұрын
Minecraft players already know these things 😂
@GraffinityOfficial4 ай бұрын
@@mehulgilundia Now they know more 💪
@JoseBrown-f3q2 ай бұрын
Altenwerth Mountain
@AlexsYTChannel18 ай бұрын
What Ai voice do you use?
@GDMOAI7 ай бұрын
Dobry kamo
@baconboibacon9478 ай бұрын
i thought he was actually talking
@Henry-mw1xg6 ай бұрын
Well first, you could stop spinning it.
@GraffinityOfficial6 ай бұрын
Nope
@Henry-mw1xg6 ай бұрын
@@GraffinityOfficial lol
@9767Music8 ай бұрын
Really great content, but pls dont use AI :( you may not have good pronunciation but pls dont use AI
@LiljamezZz8 ай бұрын
some ppl don't wana talk
@LateNightHalo4 ай бұрын
That AI voice is so hard to follow. No passion or enthusiasm in its voice. No sense of pacing or cadence.