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.