Texture Maps Explained - PBR Workflow

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hey everyone I'm Zaraki ol and welcome to another tutorial video today I'm going to be covering the basics of materials and their corresponding textures this tutorial will cover the physically based rendering or PBR workflow understanding the function of each texture map and how the textures each affect your overall material the very first image you see here is our demo cube and it shows up a full material setup that includes base color metallic roughness normals height and ambient occlusion Maps so what I'm going to do is break down all the textures included in this material and explain their basic function the very first one is going to be our base color this is also known as albedo or diffuse map and essentially it's the color of the areas on the object or on the texture so here we have bricks and so we've chosen a red and / brownish colors to be applied there it's very simple and it's understanding that if it's grass you're gonna want green or brown if it's dying if you're doing you know something else you put the color correspondingly so gold you would have a basic yellow texture and that's essentially it for base color or albedo as it's called so here on the left you can see our fully material fully textured cube that we had from the start and on the right side you can see the cube without its base color a very noticeable difference obviously you want coloring your objects it makes it very large change if you remove them so it's an essential central map essentially the next one that will show off is the metallic map now this may look a little bit strange as anybody who's new to understanding the texture mapping but essentially you're metallic map is the ability of your surface to reflect the imagery around it so it's reflecting the environment that may be near it and in this case our bricks have no metallic map there well they have a metallic map but there's no metalness to the surface which means that our texture is going to be completely black and therefore it's why it looks just like a blank space here you can see on the Left we have our standard cube with our black metallic map and then on the right you can see we have one where I've swapped it to be completely white so in this case white means that yes it is completely metallic and black means that no it's really not metallic and of course anywhere in between there changes how metallic and how reflective that surface is so on the right here you can see our metallic map where it's quite reflective it's picking up a lot of the environment around it you can sort of see towards the upper left hand corner there's some of the sky maybe being reflected and then maybe some of the Sun up on the right hand side the next map we'll look at is our roughness map here again a little bit of an odd map if you haven't seen any kind of these textures before but the roughness essentially determines the ability of your surface to reflect or absorb white light so the more white your map is less light it will be bouncing back and the more it will be absorbing and the more dark or black that your texture surface is the more light it will be reflecting and the less that you'll be taking in so obviously white again is rough and black is very smooth as we see the cube here again our left is our fully material one and on the right I've taken the roughness map and instead of it being that one you saw before where it was quite rough lots of whites and areas to absorb light I've put it all the way down to be black but still have that black metal this map as well so it's not very metal but it's also not very rough so you can see that there's more sort of light or ambient you know our being pumped into there so it's that's the essential change of the roughness map now here you can see I've changed it to have extremely white metalness map and also a very black roughness map so this is just showing off what it would look like if you had a very reflective and metal object obviously it's not going to be applicable to bricks unless I guess you coated them with something but here you can see we have a lot of light being reflected and also a lot of the imagery from the environment around this box a cube coming into the texture itself so it looks very reflective and that's the correct way to get a good reflective material is want white metalness so yes it's very metallic and you want black roughness I know it's not very rough you'd be telling the computer now another extremely important map that's used today is normal mapping now normal mapping essentially determines the illusion of depth and features the technical way it does that is it sort of tells the computer which direction light needs to be bounced off the object without having geometry another guys in other words there's no polygons there but this map essentially tells it how to behave how the light around it to behave as if those polygons were there a strange map to look at it first again if you're not familiar with textures like this but it's one that's very very important as you can see here it's a fairly large deep difference in detail on the left side again we have our fully textured map and on the right we have it without normals you can see that the texture on there on our cube here goes very flat and very bland the areas between the bricks do not look very 3d at all a lot of those little small details in the roughness of the bricks like the pores have gone completely and we're missing out a lot of 3d depth here so another very very important mat that's used all the time in the Korean in games now our next map is our height map this is a map that is used to fake depth or essentially height on areas of your texture map um the larger the difference between your white and your black is in here the more of a difference in distance it will appear on your object so it's a lot like normal mapping in a general sense however they are very different light maps used to be a bump maps which are older sort of normal Maps they've give a little bit of depth a little bit of feature to your objects now there used to just sort of pump up the volume and be almost like an accent to your to your texture as far as it's high and everything is concerned now it can be a little bit hard to see here but the height map is giving us more depth on the left side of our cube which is the most obvious area to see it here can see that along this side the bricks look like they're pushing further back is a little bit more of the illusion that those those edges of those bricks get rounded whereas on the right side you can see it does look dark and like it has some depth from our normal map but height map pushes that a little bit further then just gives that extra umph like those sockets in between the bricks edges go further back but not a completely essential map this generally is used and translated into a parallax occlusion map but we'll save that for later that's a little bit more of a complicated procedure and not a basic extra map to be using the one that's fairly important and a lot of times you'll see you'll have the ability to enable or disable in a game is our ambient occlusion mapping I mean occlusion mapping is sort of like our little frosting to our cake it's really nice to have it makes a little bit of a nice difference when you're looking at objects it gives you that nice dynamic change in color or it gives you a nice dynamic feel to the texture but essentially it determines which areas are inherently darkened to simulate shadows so anywhere that's white will not receive darkening anywhere that's black or Gray's will receive darkening accordingly go ahead and look at it here it is a bit difficult to see but right along the bottom lines here are the barriers where it's most obvious you're going to get to see a little bit more of a dark area on the right side we don't have our ambient occlusion map being applied on the left side you can see we've got darker crevices where it's automatically dark nose areas as if there's shadows there it's a good way to get extra pop again it's it's an all-out to be enabled or disabled in games generally because it does take a little bit of processor power and everything but it's a it does give you that extra boost if you have the specs to get away with it well thanks so much guys that wraps with the tutorial on textures and their functions I hope everyone was able to learn a little something from this so thanks so much for tuning in and feel free to add me on social media or find me live at twitch.tv slash Zaraki o games if you guys have any questions feel free to ask me about them on stream or below in the panel and the video I will answer them all for you guys thank you very much
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Channel: Zeracheil
Views: 283,942
Rating: undefined out of 5
Keywords: texture, game art, material, pbr, physically based rendering, tutorial, Texture Mapping
Id: PjGCtnEDDeU
Channel Id: undefined
Length: 9min 25sec (565 seconds)
Published: Sun Nov 08 2015
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