Principled BSDF Shader | Blender 4.1 Tutorial

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hi everyone welcome to my channel in this tutorial we'll learn how to use the principled Shader in blender let's get started add a cube object add a subdivision surface modifier set the subdivision level to four right click and make shade smooth hit the Z key to switch to render preview mode click the render properties Tab and ensure that Cycles is active render engine set the maximum sample value to 32 for the viewport enable the Deno option for lighting go to the World Properties tab click the color node and add an environment texture I will share the download link in the video description go back to the render properties tab scroll down to the film panel and enable the transparent option so the world background becomes transparent all right let's add material for the sphere split the 3D viewport into two windows switch the viewport to the Shader editor n key to close the right panel with the sphere selected click the new button to add material so the principled Shader node will be connected to the material output the principled bsdf combines multiple layers into a single easy to use node it can model a wide variety of materials the base layer is a mix between between metal diffuse subsurface and transmission components there are also some input parameters in the principled Shader node base color is a fundamental parameter that defines the main color of the surface it's sometimes referred to as albo it represents the color of the material under standard lighting conditions without any shading lighting or reflective effects we can select any base color by clicking on the Color Picker we can also link a texture node to the base color input go to the add menu and add a noise texture plug the factor node into the base color now we can see black and white Parts on the surface we can control the black and white Parts add a color ramp node between the noise texture and principled Shader select the black color stop and drag it to the right side so black parts will be highlighted on the surface let's switch the interpolation type to constant select the white color stop and drag it to the left side in this case the black and white Parts transition will be sharp if you increase the scale value you can have a smaller texture on the surface you can change the [Music] colors you can also add another color stop by clicking the plus icon [Music] all right let's delete the noise texture and color ramp we can link any image texture to the base color add an image texture and plug it into the base [Music] color open any image [Music] texture to adjust the texture scale select the image texture and press contrl T so the texture coordinates and mapping nodes will be added automatically if it doesn't work go to edit menu preferences then the add-ons tab find node Wrangler and enable the add-on node Wrangler provides various tools that help you to work with nodes quickly and efficiently increase the X Y and Z scale values in the mapping node and adjust the texture size on the surface all right let's delete the nodes and go over the other parameters of the principled Shader the roughness value controls how smooth or rough the surface of the material appears this value ranges from 0 to 1 if you set the roughness value to zero the surface is completely smooth resulting in sharp Clear Reflections this is typical for materials like polished glass mirrors or highly polished Metals if it is set to one the surface is very rough scattering light in many directions and resulting in diffuse blurry Reflections this is typical for materials like unpolished wood matte Plastics or rough Stone we can also control which part of the material will be rough and smooth add a noise texture and color ramp [Music] press shift control and left click to view the texture switch the interpolation type to constant select the white color ramp and drag it to the left side we can also change the texture scale value plug the color node into the roughness [Music] node black parts are fully smooth and reflective because the roughness value is zero white parts are fully rough and non-reflective the roughness value is [Music] one let's unplug the noise texture the metallic value determines how metallic or non-metallic a material appears this value ranges from 0 to 1 to better see the metallic effect lower the roughness value if you set the metallic value to one the material behaves like a metal such as gold silver or iron metals have high reflectivity and tend to reflect their environment more sharply and specularly we can also control which part of the material will be metallic and non-metallic plug the color node into the metallic node black parts are fully non-metallic because the roughness value is zero white parts are fully met metallic the roughness value is one let's unplug the noise texture the alpha value controls the transparency of the material this parameter determines how opaque or transparent the material appears if you set the alpha value to zero the material becomes fully transparent if it is set to one the material becomes fully opaque in the same way we can control which part will be transparent and opaque you can watch the tutorial on how to make transparent material in [Music] blender the I index of refraction determines how much light bends when entering or exiting the material this value is crucial for rendering realistic transparent and reflective materials the I value is is a physical property of materials and varies depending on the materials density and Optical properties below you can see some I values for common materials the purple normal input is used to modify the surface normals of a material which influences how light interacts with the surface this can create the illusion of surface details like bumps grooves and other textures without changing the actual geometry of the object let's add a bump node plug the color data into the height node and normal to normal [Music] [Music] node as you can see the material looks like it has bumps and dents on its surface you can also use a normal map go to the poly Haven website choose any texture download all Textures in zip format extract the files go back to blender add an image [Music] texture open the diffuse map we just downloaded [Music] plug the diffuse map into the base color set the metallic value to zero and the roughness value to 0.5 select the diffuse map and press contrl T to add mapping and texture coordinates nodes increase the XY and zscale values add another image [Music] texture open the normal map we just [Music] downloaded switch the color space to non-color because the normal Maps use non-color data connect the vector to the vector node add a normal map node to convert the color data into the vector data [Music] when we increase the normal map strength value we can see the details on the surface a normal map is a texture that makes a flat 3D model look like it has bumps and details without adding more polygons to the model that's very important in computer Graphics to enhance realism and improve performance in the same way let's add a roughness map [Music] switch the color space to non-color because the roughness maps are black and white data black and gray parts are smoother and more reflective white parts are rougher we can also add all Textures in a practical way with node Wrangler add-on ensure that node Wrangler add-on is enabled select the principled Shader press shift control T and select the diffuse normal and roughness Maps click the principled texture setup button that's it [Music] let's add a monkey head press control 3 to add a subdivision surface modifier right click and make shade smooth switch the render preview mode click the new button to add material pick a skin color open up the subsurface panel subsurface scattering is used to render materials such as Skin milk and wax light scatters below the surface to create a soft appearance let's increase the weight value to one It Blends between diffused surface and subsurface scattering the radius value is the average distance that light scatters below the surface a higher radius gives a softer appearance as light bleeds into shadows and through the object there are three color channels here the X Y and Z values are mapped to the r g and B values respectively let's increase the red channel in this case the light scatters under the surface as reddish if you increase the green Channel it scatters [Music] greenish if you increase the blue Channel it scattered is [Music] bluish the rendering method is used to simulate the subsurface scattering Christensen Burley is an approximation to physically based volume scattering this method is less accurate than random walk however in some situations this method will resolve noise faster random walk provides accurate results for thin and curved object objects random walk uses true volumetric scattering inside the mesh which means that it works best for closed meshes overlapping faces and holes in the mesh can cause problems it works only with the Cycles Render engine the random walk skin method is optimized for skin rendering the radius is automatically adjusted based on the color texture delete the monkey head and select the sphere delete all texture Maps pick a blue Bas color open up the specular panel the specular panel controls the intensity of the specular reflection specular reflection is the mirror-like reflection of light from a surface in diffuse reflection light is scattered in many directions specular reflection occurs when light bounces off a surface in a single direction we can control the specular intensity by changing the I level from 0 to 1 to better see the specular effect lower the roughness value if you set the I level to zero the material becomes completely rough this is a diffuse reflection and light is scattered in many directions if you set the I level to one the material becomes completely reflective this is a specular reflection and light is scattered in a single SLE [Music] Direction tint input controls the color tone of the specular reflection you can pick any color an isotropy in specular reflection refers to the directional variation of Reflections on a Surface unlike isotropic surfaces where Reflections are uniform in all directions an esotropic surface reflect light differently depending on the direction this creates effects like brushed metal or hair where the reflection stretches and varies along specific directions let's import a cup model into blender select the cup and add a new material rename the material as glass open up the transmission panel transmission is used to render material like glass and liquids where the surface both reflects light and transmits it into the interior of the object set the weight value to one it makes a fully opaque surface at zero and fully transmissive at one set the roughness value to zero to make a smooth face you can search for I value for glass on the web that's it you can watch my tutorial on how to make glass material in blender cycles and Eevee select the plate and assign the glass material let's make a fluid simulation quickly you can watch my tutorial on how to make fluid simulations in blender [Music] [Music] select the liquid and add a new material [Music] set the roughness value to zero set the I value to 1.333 for water open up the transmission panel and set the weight value to one that's it you can also change the liquid [Music] color let's select the sphere again [Music] open up the coat panel the coat parameter is used to add a clear coat layer over the material this can be particularly useful for creating effects like car paint and lacquer the weight slider ranges from 0 to 1 a value of zero means no clear coat is applied a value of one means a full clear coat is applied the roughness controls the roughness of the clear coat layer lower values produce a shinier more mirror-like finish higher values create a more diffuse less reflective clear coat you can control what part will be applied clear coating using textures [Music] I affects how much the light bends when passing through the clear coat layer different clear coat materials might have different I values but for most purposes the default value is [Music] appropriate tint input adds a colored tint to the coating layer by modeling absorption in the layer normal input allows you to use a normal map specifically for the clear coat layer this can be useful for adding fine details or Surface imperfections to the clear coat without affecting the underlying [Music] material all right let's add a plane scale up the plane and move up Tab Key to switch to edit mode rightclick and subdivide the [Music] plane go to the physics properties Tab and add a cloth modifier for the plane you can watch the tutorial on how to make a cloth [Music] [Music] simulation rightclick and make shade smooth add a subdivision surface [Music] modifier switch to render preview mode and add a material pick a base [Music] color open up the sheen panel Sheen is used to simulate the effect of fabric-like materials such as velvet or satin for cloth this adds a soft velvet-like reflection C near the edges it can also be used to simulate dust on arbitrary materials the weight controls the intensity of the sheen layer a value of zero means no Sheen effect is applied a value of one means the maximum Sheen effect is [Music] applied the roughness value controls the roughness of the sheen reflection The Tint controls the color of the sheen [Music] reflection emission is used to make the material emit light effectively turning it into a light source this parameter is useful for creating materials that need to appear self-illuminating such as screens light bulbs and glowing objects thanks for watching see you in the next tutorial
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Channel: MK Graphics
Views: 2,125
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Keywords: mk graphics, blender tutorials, blender principled bsdf, blender principled bsdf coat, blender principled shader, blender material tutorial, blender sheen, blender transparent material, BSDF, Blender Textures, blender pbr texture, blender rendering, blender material creation, Blender Shading, blender subsurface scattering, Blender Specular Reflection, blender texture maps
Id: 4l86JpmqdbM
Channel Id: undefined
Length: 21min 55sec (1315 seconds)
Published: Sat Jul 06 2024
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