PBR Materials in TwilightRender (using Specular Bump or Normal Maps)

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hello everyone this is Fletch from Twilight winter you can get this file from the link down in the description today we're going to talk about PB our materials physically based rendering materials typically these days you can download some pretty high-quality materials from various websites and this is how you can use them with Twilight render we are going to download from polygon the bricks Flemish red zero zero one this is a free material that they have that's a good example all you have to do is create your own login for that website and then you can go and find it in the bricks and download it for yourself after saving it to your hard drive unzip the file in your operating system to reveal the various maps and here they are when working with Twilight render you can use any of these maps but I suggest using the JPEGs as opposed to the Tiff's so I'm going to for my convenience I'm going to put these into a main folder and not have it so many folders deep and then I'm going to delete the TIFF files because I I won't use them you're free to use them be sure that you have a lot of RAM on your computer if you plan on using the TIFF files also there's a thread on our forum about using high-resolution textures so here we're gonna sample the brick that was in the scene already and we're going to open up the new brick texture that we just downloaded you can choose either one of these to diffuse textures that they have now we're gonna look at the aspect ratio of this texture when imported into Sketchup is going to try to match the aspect ratio of the texture that was already applied so we're gonna go to Photoshop and we're gonna open up this texture and see the actual aspect ratio here it is let's open these up and take a look at them here we can see that they are perfect squares and just to verify we're gonna go to image size okay so you go to image image size and here we can see that it's a perfect square so whatever size for this texture we choose it Sketchup we need to make sure that it's the same width as it is the height so here we're going to set the width and the height to be the same by breaking that chain and then we can re link that chain and now when we change the width it'll change the height so now I can set it we was gonna start out with 8 foot by 8 foot just to check and see what size it is we know that three bricks stacked up is 8 inches and a typical brick is about 8 inches long so I'm gonna make a little square here on the wall 8 inches by 8 inches to verify the size of the texture itself we can see that's a little bit too small so I'm gonna expand this to 9 feet to see if it now fits I'm gonna move the square around to see how it looks on the wall that's pretty close but if we want to be exact I should eliminate a little bit more of the height so I'm gonna make it a little bit bigger let's try supposed to be nine-foot let's try 9 foot 8 inches that's very close let's try nine foot six and there we go that looks just right so the height here is eight inches and I like that it's very important that you have the correct scale for your materials all texture mapping is done within sketchup's normal tools but now we can go to the Twilight materials tool we'll select that brick choose advanced reflection and choose concrete mapped concrete tile and wood mapped are your three main choices for mapped specular Maps I'm choosing concrete math because concrete is the closest thing that I have to brick so starting there and here we have a displacement map we have an AO map and we have a bump map you can use inside the bump but you could use the bump map or the displacement map so we can go to bump and choose texture here in the reflection map we want to choose one of the reflection type of maps so they have a gloss which looks very good but in addition to that they also have a reflection map so let's choose the reflection map it sees refl or gloss in the name so you can recognize which ones which will choose the reflection map first you want to try and test things out and see how they look and then for the bump will choose the bump map and let's hit render and see how this is looking if you choose fit to view proportions anything that you've drawn in the size here any size that you choose will match the Sketchup view I'm gonna choose medium render setting and hit play and we will fast-forward through this so to speed up this video and will just let you take a look at the final result here so here we are and we can see that you could see the specular reflections here on the left but when we're looking straight on at a wall it's hard to tell exactly how that bump and everything is working so we need to choose a different view it's very important when you are testing materials to use a lighting setup and a scene that is reflective of how the material will actually be used because the lighting and the viewing angle and really effect greatly how your materials will appear in the scene here I'm going to go through real quickly check the rest of the scene here I'm going to apply the Polish concrete floor template to the floor and I'm going to set the bump to be point to strength I don't want it to be very bumpy it should be a polished concrete here we got the paint the template applied to the paint and so on and so forth now we're looking at the brick wall again and let's render this again from this angle and this time I'm going to choose a little bit smaller view so that we can get quicker previews and I'm gonna uncheck fit to view proportions because I'm not trying to match the view of Sketchup I'm trying to get a good view of this brick wall from this angle with this lighting and I have a pretty quick laptop here at 12 threads so I'm going to choose unbiased render setting it gives a very fast preview and we do have the denoise rendering plug-in applied here but I've not turned it on and here already we can see the gloss on the brick material is already reflecting the light and we can see the bump effect but then the first few seconds of rendering we're gonna fast-forward through this even though I only let it run for a minute and show you the end results of this quick test here it is after a minute and with the D noise applied we can see that the specular reflections are really strong and maybe the whole wall looks like it's been glazed like a doughnut so it's probably not the effect we're going for so we're gonna have to try and tone that down a little bit you you can see that after only a minute we have a beautiful preview of this material so let's go and tone down these bumps and these specular reflections going back into the material template we can change the minimum shininess to be much lower I would typically keep it between 7 and 10 something above 5 can leave the shine range at 200 and then the IOR their index of refraction can be toned down so 1.0 being err 1.1 being a low index of refraction 1.33 being that of water 1 point 5 2 being that of glass so somewhere between 1 point 5 and one will be typical for most of your index of refraction that you want you can look up the index row of refraction that you need for your materials online and let's fast-forward and here we are after just a few seconds of rendering you can see a great difference with different IOR and the minimum shininess changed and let's see what can change and show the difference so this is a bump of one a bump size of 1 or bump strength however you want to refer to it in the Twilight render dialog for the template materials it says size that's really kind of the apparent depth of that bump here well let's tweak the IOR a little bit because it seems like we've lost some of the reflection if we were to choose one point four you can see it update immediately in the material preview and let's hit render again and just remind you what a 1.4 might look like and here just after 20 seconds or so you can already see how that specular reflection is working in this IOR on 1.4 how everything looks a little glazed so we're gonna reduce that but we did want to bring a little bit of back so we're going to try 1.2 instead of 1.4 and remember we're using the reflection map we could try the gloss map here and see how that looks if we try that and we've got an IRR of 1.2 let's stop this rendering and we'll try again again well fast forward ahead to show you the results of this here it is after just 30 seconds or so we can see that the bump is looking very nice and the reflections are looking also quite nice I'm pretty pleased with how this is turning out but we can take a look at this size of the bump here we can see we're using bump size 1 if I use D noise you can see how the image would look without any noise but you can see that in the dark areas it gets a little blurry so we'll let it cook just a little longer it's only been rendering about a minute here it is at 2 and a half minutes we're going to stop the rendering and we'll quickly enable denoise just to see how it's looking and there we go even the shadows are looking better now so you can get quite a nice rendering click quickly with denoise rendering and here let's try a bump size of 5 just to overemphasize the bump I typically do not recommend going over a bump size of two and with PBR materials or downloaded professionally build materials always keep the bump size at one at first because they are built to be the correct size right away so you shouldn't need to adjust the bump depth if you do adjust the bump depth typically it might be to adjust it downward so you might do a point five or 0.2 or even point one but you can see here immediately that if you use a bump size that's too strong it looks very fake and this looks very strange to the eye looks like an old video game perhaps so let's set it back to one and here you can see we're using the bump texture but you might try looking at using this displaced texture di SP let's try and render with displaced texture you in some cases the displaced texture might be what you're going for the bump texture of course is gonna have the small details here on the face of the brick while the displaced texture will be pretty much focused on bumping the entire brick out and the mortar between the bricks bumping that back so on a bump map of course anything that's black will be bumped downwards and anything that's white will be bumped up words anything that's 50% gray will not be bumped at all so if you want to build your own bump map or adjust the bump map in Photoshop that's how you do it you can strengthen the blacks or the whites as you need so here we can see that the bricks are now represented as very smooth but yet you still get the bumpy effect of the bricks popping out so we're gonna stop the render here and we're gonna choose the bump map again because I liked the effect of the actual bricks themselves getting a bump but let's also not forget that there's the normal map and the normal map is another way of representing both Maps the different colors in the normal map are used by the engine to specify the balance of light off of a surface we will show you how to use the normal map when we open the deep editor but here you can see again just to remind you that with the proper bump map you get a nice effect on the bricks themselves and the size is one you could change the shiniest range here we have it set to 50 which has reduced to the shine a little bit in these areas in these dark areas so well we'll stop that rendering and now we will look it into the deep editor so convert to deep and choose yes when you want to convert the template so it's going to take this material that you've built already with all your settings and tweaks it's going to bring into the deep material editor this is for pro users only in order to use the normal map in the deep editor you choose the bump heading the main heading and you choose a normal map do you want to replace the existing channel data yes but I click on texture choose basic image and then when the image is selected you can choose your normal map there you go and here you can see that the bump map is not able to be adjusted it as far as the strength or size goes when you're using the normal map here's what it looks like this material is built with layers there's a color layer and there's a reflection layer and these layers are driven by weights there's the weight for one and weight for the second layer each of these weights determines what you'll see so the weight of the first layer is just going to be the color which is your diffuse map and the weight for the reflection layer is all of these different ways the reflections can be controlled here the specular reflection is driven by a solid color it's driven by white but if you want to tone down the specular reflections you come in here and you set it to mid gray and that you could also use an image to drive this specular texture so we're going to replace the specular with an image texture and we're going to go find the image and choose one of the specular textures from the PBR material but we're going to choose the reflection texture and place it as the specular reflections and that will tone down these bright areas that are in the shadows and then under shininess map we can see that the reflection is also drawn driven by an image and that is driven by that gloss texture image and you can see that already that that changes how the reflections work in dark areas it's easiest to see remember we're driving a bump with a normal map right now but we can or we can even use it procedural to drive the bump Maps we can add layers on to the bump maps and so on and so forth so we can get very deep in the deep material editor for now we're going to just leave it run by the normal map we're going to start a new rendering and I will fast forward to show you the results of using the new specular keep your eye on the light areas in the shadow while that's rendering let's talk about weights this weight is driven by a frame L and this is where you change your index of refraction for that material that's for the gloss don't forget you have different preview scenes and you can change the size of these previous scenes just by changing the size of your dialog box so let's make it a more of a square and get a larger preview whenever you click on one of these titles the preview will be given for that title click on the word material and it gives you the whole material preview let's try and render again but this time using the bump texture image and I think this is pretty nice brick you here again we're looking when we're using the reflection map we're using that one called gloss from the PBR and again the specular image who are using the reflection image from the PBR material and as we can see is this texture looks really nice on that wall and you should be pretty pleased by that but again you will have to tweak it for your image that you're rendering you will want to tweak the shininess and things according to your image that you need for your artistic vision you can choose to change the shininess right here if you need to change the reflective shininess you can even go down to 7 to get a really low kind of a flat look here if you need to change the bump strength you can change it right here so choose the main bump heading and change the strength to here I can show you really quick what that might look like well fast-forward real quick my taste I prefer the strength to remain at one gonna set it to 1 and I will rerender again and we will look at the final image addition to this website here there are other websites for these textures simply search with your favorite engine for PBR material textures and here there's a website for instance free PBR com this also has material textures you can download for free you can also buy I highly suggest you just pay the five bucks and download all their textures but there are a lots more on the web so feel free to search around and find your own textures high quality textures will give you high quality renderings but the higher resolution the texture keep in mind it will slow down the rendering so I usually try to optimize my texture sizes to be whatever is needed for that image typically these high resolution textures are for very close viewing and in most architectural scenes you're not going to be up close to any material so it totally depends on the image but for the most part you can cut the images in half or even a quarter when there are 3k images and they will still look great in your rendering here is the image after 7 minutes rendering you can see that it's quite cleared up and looks really good the denoiser should clear up any of these little speckles left so here it is with the D noise and you can see it looks quite lovely let's turn it off turn it back on thank you for watching I hope this has cleared up how PBR materials work and I wish you happy rendering until next time I'll see you on the forums
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Channel: Twilight Render Plugin
Views: 2,884
Rating: 5 out of 5
Keywords: Tutorial (Media Genre), Twilight Render, SketchUp, SketchUp Tutorial, Twilight Render V2, Twilight Render Tutorial, 3D Rendering, 3D Modeling, SketchUp Rendering, Twilight Render Materials, rendering in sketchup, rendering in sketchup without vray, interior rendering sketchup, PBR Textures, PBR materials, Deep Material Editor, Deep Materials Twilight Render, Specular Maps, Gloss Texture Map, Normal Maps
Id: 0isrB6PFlKg
Channel Id: undefined
Length: 21min 59sec (1319 seconds)
Published: Wed Apr 15 2020
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