PBR Explained in 3 Minutes - Physically Based Rendering

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pbr physically based rendering a shading system that treats light the same way it behaves in the real world thanks to this system it's much easier to create physically accurate materials that are consistent in any lighting scenario there's a couple more things to talk about though so let's dive right in there are two pbr workflows the metallic roughness workflow and a specular glossiness workflow both have the same result and most render engines support both for simplicity's sake we'll be focusing on the metallic roughness workflow there are six texture maps each with information that adds up the form of material let's start with the base color this map contains the color information of the material it's also known as the albedo or diffuse map diffuse was the term used for it before pbr was implemented and generally had shadows baked into the map itself nowadays it's the term for the color map and the spec plus workflow they all pretty much serve the same function a tangent space normal map contains information about where light will reflect based on the direction of the surface normals you can think of this as a way to back in extra detail without needing actual geometry every render engine uses a specific calculation for their normal maps the three types are opengl directx and mik opengl and directx are basically the same except the wire and the green channels are flipped while mikk is the industry standard and compatible with most 3d software either use the type that the renderer uses or just stick with mik there's a reason it's called the metallic roughness workflow and that's because of the metallic map everything in the real world can be boiled down to a simple question is it a metal or not if it is the value in the map will be white and if it's not a metal the value is black as you can probably tell from the name the roughness map determines how rough the material is a lighter value makes it rougher and a darker value makes it shinier this is where a lot of the personality of the material shines through like fingerprints on a mirror or that coffee stain on the table the height or displacement map is a grayscale map that handles the height or depth of material it's usually used in conjunction with a normal map and adds depth to the geometry and finally the ambient occlusion map is used to simulate ambient lighting it's usually just a white map with darker values representing the ambient shadows put them all together and you have a material which you can then apply to your scene or asset and that's a rough overview of pbr explained in three minutes if you learned anything or have any questions feel free to comment down below don't forget to like comment and subscribe and until next time see you around
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Channel: GarageFarm.NET Academy
Views: 30,700
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Keywords: PBR, Physically Based Rendering, Tips and tricks, PBR Explanation, PBR tutorial, tutorial, PBR Explained, in 5 minutes, substance, substance designer, physically-based rendering, pbr texturing, physically based rendering tutorial, physically based rendering, physically based rendering basics, what is pbr, what is pbr material, what is pbr rendering, physically based rendering 2021, pbr materials explained, pbr rendering explained
Id: _ZbkOZNgwNk
Channel Id: undefined
Length: 3min 0sec (180 seconds)
Published: Tue May 11 2021
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