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.
@SouthernShotty Жыл бұрын
Oh, interesting, thanks for sharing. I referred to the manual, but I guess it's out of date. Pinning this for others to see.
@Milkman_thesecond Жыл бұрын
@@SouthernShotty 🎉🎉🎉🎉🎉🎉🎉🎉GG😊
@devar7502 Жыл бұрын
Guys, get this straight. This video might seem HARD, but it is genuinely a GOLD MINE.
@chlbrn Жыл бұрын
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.
@m4r_art Жыл бұрын
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.
@NikkiHNguyen Жыл бұрын
Great video! Only recommendation is to add chapter markers!
@benarmony1532 Жыл бұрын
True true
@gottagowork Жыл бұрын
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
@YentaTheGamer12 күн бұрын
To your comment about Gold being < 1 is insanity, I think this video will help explain more, there's a website he utilizes and it goes into refractive index, reflectiveness etc calculations that shows that the IOR for the table number after the calculations is actually around 30, which would be for 24 karat gold. I am definitely no expert on this stuff, but I thought I would share in case it helps you or anyone else reading through, because I at first almost disregarded ever using these tables because of your comment. kzbin.info/www/bejne/j3THdn58od53rJIsi=JLfH1hSW7oGn3nm4
@TheDucky3D Жыл бұрын
The secret is revealed!!
@SouthernShotty Жыл бұрын
🤫
@ronfrancis6012 Жыл бұрын
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.
@turtlelearns3d Жыл бұрын
You textures are gorgeous, this is exactly what Im trying to learn. I also love the wobbly hair on the goober! 🥰
@JavierSam_Uy Жыл бұрын
It is a short and to the point masterclass.
@christopher3d475 Жыл бұрын
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.
@andrewanderson674710 ай бұрын
Impressed to see your comment! Your videos are very informative!
@DustinWise Жыл бұрын
You are Prometheus. Appreciate you, I do.
@danielletchford92816 ай бұрын
Has Blender 4.1 changed the texturing setup because I can't find these things when I tried to follow along...
@1zymn1 Жыл бұрын
Your statue is totally The King of Town.
@ErikMKeller Жыл бұрын
On point explanation of the PBR fields. Thanks!
@arpitdwivedi5302 Жыл бұрын
you are always on time i was working on tis toy story shot recreation thanks for the info
@GaryParris Жыл бұрын
congratulations, very well done!
@goatpepperherbaltea7895 Жыл бұрын
0:17 I love history wrestling
@craigernstzen2372 Жыл бұрын
This is excellent, I learned alot! Thank you.
@danielrio9579 Жыл бұрын
I hope some day I'd be able to create gorgeous materials just like you 😭
@kunemann Жыл бұрын
Still waiting for the Disney secret 😅 nonetheless a good video 🙂
@sourdonkeyjuice Жыл бұрын
He said it's PBR
@kunemann Жыл бұрын
@@sourdonkeyjuice there’s nothing secret about PBR
@kunemann Жыл бұрын
@@sourdonkeyjuice read the title dude
@Losjo4093 Жыл бұрын
this is quite good
@Lj3942 Жыл бұрын
appreciate your effort.really valuable content for everyone,specially for beginners like me.
@YentaTheGamer12 күн бұрын
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
@MrNiceGuy412 Жыл бұрын
Adding a map range to a roughness map on sss will give more realistic results like sweat
@tatopaz4364 Жыл бұрын
Im working on my thesis and this is very helpful, thank you very much!!!
@cliffhansen7789 Жыл бұрын
Can I ask what camera settings do you use for your claymation animation? For example, if you are doing a human character, do you scale it down to 12 inches or so, or do you keep it human scale?
@danielfilipepro Жыл бұрын
Great video! Learned a lot
@aleksandarpanayotov1169 Жыл бұрын
Amazing tutorial, I have one question - why do we divide the reflection value by 0.08 at the end?
@Losjo4093 Жыл бұрын
The renderman renderar isnt optimized and takes 2 minuets for one decent frame with 32 samples but on cycles it only takes 20 on the same complex scene
@keithseymour9316 Жыл бұрын
Love videos that are part history wrestling.
@RomboutVersluijs Жыл бұрын
Are you sure about that part of using specular with metallic. Normally it's either on or the other. I always believed cycles also uses this.
@fiftyrock Жыл бұрын
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
@Webofshadowsclips Жыл бұрын
Node wrangler! Haven't gotten there yet, but pretty sure that's what you mean. I'm sure you found that out already though
@sidekick3rida Жыл бұрын
The Principled BSDF shader in Blender 4.0 accepts IOR for specular calculation
@hanson251985 Жыл бұрын
I can't save it on playlist :(
@xDaShaanx Жыл бұрын
Thanks for this :D
@iesunliger Жыл бұрын
have export fbx character model tutorial ?
@zin8324 Жыл бұрын
I have a question! WHO taught you this?!!
@ChaosOver Жыл бұрын
My materials look as good as on the big screen! Oh wait...i work for the big screen. XD @SouthernShotty is that flake normal map a bake from PxrFlakes?