hey this is Kevin with blender binge back with another tutorial this time I'm
going to be showing you how to use PBR textures inside of blender 2.8 this is a
remake of a video that I did a while back I'm gonna show you a good workflow
it's gonna be fast it's gonna get you up to speed really quickly and you're gonna
be able to go ahead and use this so let's jump in now the first thing we
want to do is give this something to put the shader on so I'm going to hit add
mesh grid and that's fine and if you look at grid you want to make sure
generate you v's is checked if not you're not gonna get UVs on this or you
might you might not I don't know I don't know where they're going with this but
this is what you want you've ease now what we're gonna do is we're going to go
to this shading tab okay shading workspace because we're in
2.8 and we're inside look dev so I'm gonna zoom up a little bit and I'm gonna
make sure I have my grid selected and I'm gonna hit a new and that gives us
this principal B SDF shader now I had navigated over to this folder where I
have all these different textures and if you download PBR textures off the
internet or wherever they usually come with a bunch of these different textures
and it confuses a lot of beginners and and even intermediate users alike so I'm
gonna show you the whole point of this video is to show you how to use these
and where to plug them in so if you want to follow along I'll put the link to
this this texture pack this PBR texture material inside the description of this
video it's not the greatest but you can get it for free and follow along and see
what I'm doing so great if you want it it's yours so what I'm gonna do is I'm
going to just go to diffuse click and drag it in and this is just a diffuse
texture sometimes it's called albedo it's just the color color data so I'm
gonna take color and plug it into base color here and being that we set up the
UVs right we now have this this whole texture map to a plane which is great
like you did that the first time you probably opened up a 3d program but
that's cool okay here's where we make it cool we use
these other ones so what we'll do is I'm gonna first use a you know what I'm
gonna go ahead change this to render you and I deleted a default stupid light so
I'm going to go ahead and add a light and I'll say point light and there we
are right just a nice flat image on a plane so let me move this up a little
bit so you could see better and there so that that's what we look like that's
what it looks like right now and then you could turn this on a little bit make
this a little hotter okay so here's our plane with our map so now what we're
gonna do is we're gonna hit this and I can drag in the normal map okay the
normal map here is this little bluish purple thing I pull that in and it's
basically a map that has vector data in it and it interacts with the light
without getting too much into this and losing half my audience here I'm just
going to show you how to how to use it okay colorspace we don't want to use the
RGB of this okay we don't want blender manipulating this at all okay adding
gamma or whatever it does to it so we want to just go color space non color
and I can take this color and plug it into normal but you notice you really
you shouldn't do it that way because like this is yellow and this is purple
so we have to add something in the middle okay we have to add our Universal
Translator in here okay blender Trek you'll love that one so I'll go add
vector normal map and here I go color to color normal to normal and now it gives
me this nice map and it's the the surface starts looking kind of bumpy
right it's this that's kind of cool I can you leave this a tangent space and I
can say UV map if I want and now the strength this is flat and push the
strength up and it's interacting with the light and it's shadowing or typing
the shadow areas that are not you know where the light is so if I move this
around you can see I'm getting a really nice interaction with the light and it
looks bumpy and it looks looks pretty cool however it is still flat so we're
gonna get to that in a little bit now what else can we do with this well some
people have asked well can I still use a bump map you can I don't
usually do but I mean you can you can take this right you can go ad and go
vector bump and you can take normal plug this into normal of the of the bump map
okay I can take normal of the bump map plug that in here and that's just kind
of passing through and I can take in let's see the height map okay here's our
height map which is also sometimes called a bump map bring that in okay
colorspace you don't want it to be RGB you can use non color data and now I can
plug color here into height and I don't really have to worry about converting
this I mean you could add like a black and white or RGB to black and white
converter in here I think non color data and correct me if I'm wrong I think if
you're using non color data I think then it's a black and white image I don't
think it really matters but if you want to be like a purist you
might want to just go here and go go to converter and then just drop in like an
RGB to black and white again I don't you know maybe some some some shade or
writer can actually tell me whether that's good or not I don't know but
that's fine so now what you can do here is you can play with the strength and
you have a bump map okay on your on your image as well so here's just the normal
map and here it is adding a little bit of bump to it also so you can mix it and
get the look you want and I mean this is all artistic you're an artist so go for
it unless your project specifies that you stay exactly scientifically accurate
in which case you know you should have like a whole layout anyway that's kind
of cool but you'll notice too that we have this roughness parameter okay the
last thing we're gonna touch here is this roughness this roughness at zero is
black which means black is completely shiny white is completely rough and dull
so we also have a map called roughness here we can use to control that okay
where it's white it's going to be not very shiny and where it's oops
where it's white it's not very shiny and where it's black it's very shiny so
again here I can do not color data and I can take color plug that into roughness
and now you can control okay you can see that some parts of shiny other parts are
really mad depending on black and white values that adds a little more realism
to your scene and you can also do ad converter color ramp and you can throw a
color ramp in here and then you it gives you a little more control you can push
more black into the image okay you can push more white into the image and it
just gives you more control as an artist so that's cool but like I said before
it's still flat so if we want to get away from that okay this will render
pretty quickly and especially an easy but if we want to get away from that we
want to actually have the displacement working on this the way that we can do
that in TV right now is let me see I can I can disconnect this and show you we
can go over to add modifier and the first thing I'll do is add a subdivision
surface because I want it to be more subdivided and I could say simple so it
maintains its nice corners here and I could say render up to four viewport up
to four if I want if this crashes your computer don't go that high and then add
modifier and I'll go displace and then I'll just hit new and you see it bounces
it around and what I'm gonna do is this texture okay I can go here to texture
and type image and then I can just add in the height map that we loaded in it's
there and there we go and you see that it's pretty pretty pretty grotesque and
it's also like faceted so the first thing we could do to get rid of that
faceting is simply go to object shade smooth gets rid of the faceting but it's
still grotesque so what we can do is go back here to the subdivision and the
more subdivisions you add the more fine the displacements going to be here but
it's gonna start like choking your computer so like I can go up to about
six here and it's fine here's my choke or you can dinah maybe you have a really
powerful computer you can go higher I don't know
but be careful and I can just take the strength here down and I don't want to
play with it too much just a little bit and this is actually deforming the
geometry so this is another way of getting that look and and having it look
bumpy but actually displacing the geometry and if you want you know you
can add the the fake stuff here back in and play around and and just get it you
know to actually be displaced and actually look displaced and that's you
know that's your call I'm not gonna tell you do this don't do that one way or
another depending on the project you're doing get the look you want this looks a
little bit pushed so you know I could probably take the bump map out of there
or I could take the normal map out of there I can take down the strength all
right and just just add a little bit in and
there you go so now if I change over to this is an
Eevee if I change over to cycles here it looks very much the same
now cycles gives us a really cool way to do this as well so we can actually use
displacement over here in cycles to do something really really interesting as
well so if I were to go ahead and take off this displace okay I don't need it
anymore it flattens out again okay we're in
cycles and it's flat I can now go ahead and say I wanted to like take this this
height map and I'm gonna leave this all I don't know maybe I'll unplug it for
now and I can take this height map here okay
control D pull it over just to show you for the sake of this tutorial and if I
want to I can plug this into here but there's two things I want to do first
first thing I want to do is I want to go over to my render tab device I'll say
GPU so it's faster for the video features set I want to change to
experimental and then over here I now have adaptive subdivision so if I turn
that on I can now plug in the height okay I don't want to go directly into
displacement but I can add in I mean I can borrow let's see I have a normal and
a bump I can add vector displacement plug-in displacement there take color
plug this into height one last thing we have to do because it's actually not
displacing this so we have to go here to texture okay so the materials tab
settings displacement and we could choose displacement only you'll see it
catches up or we could do like bump displacement and bump either way it's
gonna look very similar and you you have you now have an actual displacement and
it's displacing this using micro polygon displacement so that's really hot so I
can take that down you can see it takes a little while to catch up but you get a
really nice I've been really nice displacement here using cycles so it's
gonna look a little bit better but comes with a longer render time and in here
let me see if I take the scale down negative 0.5 okay now that actually
looks a little bit better negative point one now it actually folds
down it doesn't come up here and that's looking a little bit better negative
0.25 you get the gist okay so that's how you would go ahead
setting up PBR textures and doing displacement inside of blender 2.8
inside of both evie and cycles so that's your basic setup and hopefully you got
something out of this video if you did hit like subscribe share it hit that
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if you keep coming back and watching I'll keep making more thanks see you
next video bye