What's happening ladies and gentlemen,
this is Minh for Architecture Inspirations.
Today I'm going to show you some materials tips and tricks in D5 Render.
Let's get started.
The D5 Render already has a good material library,
But the cool thing is that you can also create your own PBR materials in D5.
But what our PBR materials?
Physically Based Rendering or PBR
is a method of shading and rendering
that provides a more accurate representation
of how light interacts with material properties,
allowing you to create realistic materials in your rendering software.
There are many websites that provide PBR materials.
I covered them in these two videos.
For this video, I would download some materials from Poliigon,
which is a good website for premium materials,
but it also has free materials.
I would use this metal material here
D5 render uses the metallic or metalness PBR workflow,
So I would choose this option before I downloaded.
After it is downloaded,
just unpack the zip file
to get these different maps
As you can see,
a set of PBR materials often consist of multiple images or maps,
and I will cover all of them in this video.
Now let's go back to the five render.
First, we need to add some objects where we can apply materials.
I will go to the library and select the Model library.
Then in the Other category, I can add a plane to the scene.
Then I would use the material picker by clicking here
or press I on my keyboard
and then click on the plane object.
You can see that this is a base material that comes with the object.
The default tab is the base color tap,
which is where we can change the color of the material.
The other tab is the base color map tab,
and here we can import our first PBR map.
First is the base color or diffuse map,
which is a map that contains color information in D5 Render.
which is a map that contains color information.
In D5 Render, you can click on this button
to import your own color map.
To know which map you use,
We can look at the name at each map to see what type of map they are.
You see that our material has been updated to show the color map
When you import the material,
you can also change the size by adjusting the stretfch UV values here.
In this case, I will leave it at 1
If you click on this button,
you will have more options to edit a color map
such as inverting the color.
The next slider controls the contrast of the map,
and these three sliders are the hue saturation and brightness sliders.
If you go back to the base color tab,
you can change the color that you want to blend with the map.
These options are very useful
for when you're wanting to change the color of the material,
such as bricks or fabrics, etc..
For now, I would keep these settings at default.
Next is the normal map,
which is a blue or purple map that
is used to create an illusion of depth
on a surface of an object
In D5 render, even if the user does not have a normal map,
D5 automatically generates the normal information based on the Color Map
to make the material appear bumpy,
which you can control using the slider here.
It's quite hard to see the effects
so we can go to the Base Color tab
and override the base color map temporarily with a dark color.
Now you can see the effects easier.
However, this method is only for when you don't have a normal map.
So to achieve the most realistic result
It’s best to import the normal map
that comes with the PBR material.
There we go, that looks a lot better now.
Now you can adjust the intensity of the normal map using this slider.
However, one important thing that you need to know about normal maps
is that there are two types of normal maps
DirectX and OpenGL
D5 Render uses DirectX
while the normal map that we downloaded from Poliigon uses OpenGL
this is not very apparent on this material that we are using.
But if we test another material like this one,
you can see that the direction of the shadows is not correct
relative to the direction of the sunlight.
So we need to cover this map to make it work in D5.
First open it up in Photoshop, then go to the Channels tab.
Now select the Green Channel
and press Control I to invert it.
Now we can turn the RGB Channel back on
and export it.
Then let's reload our normal map.
There we go.
That looks correct now,
Even though the change is a little hard to see here,
But for other materials like bricks,
using a normal map correctly can make a huge difference.
Next is the specular parameter,
which controls the intensity of the non-metal materials.
However, since we are working on a metal material
with a metalness workflow,
there is no specular map in our PBR material package.
In this case,
you can set this value to anything
and we can skip to the next map.
I will cover the specular map in more details later in the video.
Next is the roughness parameter,
which controls how smooth or rough the material will be.
You can see that at the value of 1, the material will be very rough
and at 0 the material will be very smooth.
Note that the normal map will also affect the look of our material.
I will set the normal value to zero for now
so we can see the full effects of this parameter
when we import the roughness map.
The roughness map is a black and white map
that defines how rough or smooth your material will be.
The darker area will make the material smoother and more reflective,
while the lighter area will make the material rougher and less reflective.
I find that when using the roughness maps,
having the intensity at 1
and setting the Color Space Transfer Function to Linear
will give you the most accurate value for the roughness map.
But this can change depending on where you download the maps.
So just make changes to the material until you like it.
Now I can remove the black color override from the base color
so we can see our color map again.
There we go.
That looks good.
Next is the metallic parameter which is set to 1
Then it will make the material metallic.
But it is set to zero,
then the material would be nonmetallic
When working with metal materials
the color of the reflection is decided by the base color and the base color map.
You can use this one here to import a metaless map,
which is a grayscale map
where white represents fully metallic and black represent nonmetallic.
Here you can see the parts that are whites are metallic
while the parts are black are rusty nonmetallic material.
As I mentioned before,
the specular parameter will affect nonmetallic materials,
so you can use it to adjust the reflection intensity of the rusted areas if you like.
And there we go.
We have a finished material.
Now, if you have another surface that you want to apply this material on,
such as this sphere, for example,
then first select the material with the material picker tool,
then press O for the material brush tool
and apply it to the surface
Pretty cool huh?
And that's the workflow for metallic materials,
for nonmetallic materials,
such as this material on Polygon.
Sometimes they use the specular workflow
which do not have to roughness and metalness map,
but instead they have the glossiness and reflection map.
In this case, the reflection map will be placed in the specular slot
and since glossiness and roughness maps are inverts of each other,
you can just import the glossiness map in the roughness slot
and an invert the color using this button.
Usually the glossiness maps are made with the linear workflow
similar to the roughness maps.
So I will need to change the color transfer function to linear.
Alternatively, I can open up the glossiness map in Photoshop
and invert the map with Control + I to turn it into a roughness map.
Then we could just import this map into the roughness slot like usual.
There we go.
The other maps are the same workflow as before
the Normal Map still needs to be flipped along the Green Channel in this case
and a color map can be loaded in as usual.
And since this is a nonmetallic material,
we can just keep the metallic intensity at 0
That looks pretty good.
D5 also has a displacement material template
where you can add a displacement map,
which is a black and white image
that tells your computer
how and where to displace a surface.
The difference between a normal and a displacement map
is a normal map only changes the way the light affects the surface,
giving it an illusion of depth
while a displacement map in D5
uses parallax mapping to create more realistic bump effects.
Some materials also come with an ambient occlusion map,
which is a map that would be multiplied with the base color map
to enhance the shadow in the corners and crevices
and add more details to the material.
I find it really useful, especially when the material has a displacement map.
Once you are happy with your material,
you can use this button to save it to your local library,
which you can find by going to the asset library
in the material section and in the local tab,
you can change the name of your material by right clicking and rename.
Also, you won’t have to reload all the maps again,
but instead you can simply use it right inside of the D5 library
and if you’d like, you can render out a nice looking photo
and set it as the thumbnail for your material.
Pretty cool huh?
The last tip that I want to show you is the batch import feature
which will let you import multiple PBR maps at once.
in just a click of a button.
just click on this button
and select multiple maps.
Then D5 will automatically import all of those maps
and place them into appropriate slots.
Note that in order for this to work seamlessly,
the maps have to have the correct names corresponding to their properties.
For example, in order for D5 to import the correct map into the base color slot,
the map needs to have one of these key words in its name.
You can refer to this list
for all of the naming rules when using the batch import feature.
After you use the Bash import feature,
you can edit the material using the tips I showed you in the video.
Now let's talk about the different material templates that D5 offers,
which provides additional settings that are perfect for different types of materials.
First is the transparent to template,
which is used for creating glass material.
There are several settings that you can use to customize the look of the class material,
such as the base color,
refraction,
roughness
and transparency.
Sometimes a glass material may have an error in the refraction.
If the class object in your model doesn't have any thickness.
If that's the case,
then you can enable the thickness option which will fix the refraction effect.
The water material template
will let you create all kinds of water materials
such as pool water, river water, or even ocean water.
Here you will see several settings for the water, such as the base color.
But you can also add a base color map if you like.
The normal paremeter will control the heights of the wave.
And for the size of the wave, you can adjust the UV values of the material.
The specular will control the reflectance of the water surface.
The refraction controls the index of refraction of the water surface.
The flow velocity controls the rate of the water animation.
You can go to display
and turn on Realtime to preview the water animation.
Finally, it's depth,
which you can use to create shallow water or deeper water.
Note that you need to model the part below the water surface to see the effect.
Next is the car material template,
which has an additional reflection layer on top of the normal custom material
to simulate the effects of a clear coat layer.
You can see that it has the typical settings that are found in a custom material template
such as the different maps
and also the base color which I can use to blend with the current map
But the car material also had two additional settings.
First is the clear coat, which controls the reflectance of the clear coats layer.
Here you can see the car with the regular material,
and here it is with the clear coats layer set to 1
There's also the clear coat roughness,
which controls the roughness of the clear coats layer,
which affects whether the reflection of the clear coat is blurred or not.
Here's the car material with the clear coat roughness as 0
0.1
and 0.3.
You can finetune these settings however you want to create the perfect material for your car.
Next is the cloth material template,
which is used to simulate fabric materials.
The cloth material template will give you the opacity map
and opacity intensity parameters,
which you can use to simulate transparency produced by the holes in the fabric.
This is very useful for creating curtain fabrics like this.
There's also a Falloff parameter
which simulates the whitening effect usually seen in cloth materials
Next is the Custom Alpha material
which is used for materials that have transparency like this chain link material here
just load in the opacity map,
which is a black and white map
where the white color is opaque and black is transparent.
Alternatively, if the material comes with a PNG color map
that is already masked out,
you won't even need the opacity map at all
The video material template is quite straightforward.
It allows you to use a video file to create effects like a TV screen.
Here you can control the brightness of the video using the slider.
There's also the switch, which controls whether the light emitted by the video material
will affect the lighting on the surrounding objects.
If you want a regular emissive material,
then you can select a custom material
and go down to Emissive and turn it on
Like the video material,
you can also adjust the intensity as well as the emissive color,
which you can choose using the material picker,
or you can use the temperature slider to control it.
There's also the cast shadow setting,
which controls whether or not the material affects the lighting and cast shadows.
The foliage material template allows you to create a translucent material,
which is very useful for creating realistic leaves.
There are two settings that you can use, which is the opacity map,
which controls the hollow effect of the material
and the opacity intensity
which controls the light transmission of the material.
Finally, is the grass material in D5
which you can use to create grass with a click of a button.
It will come with several presets that you can choose.
Additionally, you can change the color of the grass by blending it with the base color
or by using the settings to edit the color map.
Then you can control the height
density
and even trim the grass any way you like.
Pretty cool huh?
And those are some tips and tricks for creating realistic materials and D5 render.
That's all for today, guys.
Leave a like if you enjoyed a video,
comment below if you have any questions,
Stay inspired guys,
and I will see you
next time.