Questions tagged [pbr]

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16 views

I’m trying to use a roughness map, but it keeps adding black spots

So I’m trying to make a simple road. But every time I add the roughness node it creates these black spots on the road. The goal is for them to be water, like a puddle. But it just gives me dark spots. ...
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10 views

Combine PBR Textures to one image [duplicate]

So i know how to do bumps, spec, normal maps and so on. But looking for a solution to combine these PBR's in to a normal image, since i need the image with the 3D effect these maps gives an image, but ...
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20 views

Bake AO and Reflections for GLTF-Export of scene with multiple objects

I have to export a blender scene with quite a number of objects to GLTF, in order for it to be uploaded into an interactive 3D-Web display. In order to increase performance and because I do not ...
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1answer
29 views

What color space should I use for combined PBR maps?

I have an RGB texture each channel of which contains a grayscale 8-bit PBR map (metallic, roughness, etc.). However I am not sure what color space I should use for it. Switching from sRGB to Non-Color ...
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1answer
54 views

How to create stitched material

I have to create an object with this material (see image). Unfortunately, I cannot find anything similar on the material sites I normally use. it's very specific with these red and black lines. Seems ...
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20 views

What circumstances or material types should have a different specular value in a PBR workflow?

As I've been learning Blender and practicing a PBR workflow, the general consensus I get from others here and on different communities is this: Keep the specular value to 0.500 for most objects. ...
2
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1answer
46 views

Computing scene luminance

I have a scene with materials and a light source with known luminous emittance. (for example, an interior scene, and clear day sunlight). I am looking to compute a physically accurate value for scene ...
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34 views

Using clone brush on a multiple PBR material maps at the same time

I need to remove eyebrows from PBR human face material. I've decided to use clone brush (in Blender 2.93 or Photoshop). It will be easy to remove eyebrows from base color texture, the problem is, I ...
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41 views

Cycles - circular artefacts in displaced PBR render?

I'm trying to model a PBR leather material, with displacement modifier. The mesh is heavily subdivided to make the leather appear smooth and get the creases to have the correct shading. However, when ...
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1answer
51 views

Unexpected render result, height map too bumpy?

I've just started playing with pbr pipelines and I think I have all of these nodes setup correctly, but I'm getting a result that differs from what I'm expected, so maybe I don't? Here is what I'm ...
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20 views

out of memory while rendering and sheep it is not rendering the specific material

my problem is that whenever I try to render a video on my laptop it says out of memory so I figured out that using a render farm is the choice it renders on the render farm but the problem is that two ...
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32 views

UV Unwrap texture scale problem

I have built a modular road system for a low poly city I am working on. I textured it with PBR materials and intend to bake the result in one 2048 by 2048 image in order to have a low poly version ...
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1answer
57 views

My PBR Texture looks better in Viewport than in the Render [duplicate]

i'm rendering an Image of Bane's Mask in Blender. Its on a wet road, which looks high-res in viewport. This road looks very flat and dry after rendering in Cycles. Viewport result: Render result:
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107 views

Procedural PBR rocks/stones

I watched a CG Masters tutorial about PBR (https://youtu.be/cvu5XYrZT6Q). In this video he gives a link to IOR table of commonly used materials (https://pixelandpoly.com/ior.html) and values in it can ...
2
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0answers
23 views

PBR texture showing up on the wrong side of plane

I'm rather new to PBR textures, so this question might seem dumb. So, when i put a pbr texture onto my model, it showed the underside of the texture instead of the top on the side which is visible. ...
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0answers
18 views

Relationship between PBR texture and mesh normals

I'm using the cloth filter to create a padded wall shape and I've fixed it so that I have mirrored it and formed an array using a square mesh. However, the PBR texture applied has some anomalies at ...
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1answer
117 views

Metallic BSDF shader is always black

I'm trying to model a textured and anodized aluminum material (think Apple MacBook). I'm using the Principled BSDF node because my end target is a glTF for display in the browser. Whatever I do, when ...
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0answers
18 views

Is there a way to compute a roughness value out of a roughness texture?

I am just wondering if I can somehow find a way to estimate a single roughness value from a roughness texture for a specific material. I feel that the material might look better if I have found a way ...
2
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1answer
60 views

PBR Textures; can I mix them with basic MS.Paint images?

I've been having a go at some PBR textures. Nothing too complex at all, rather just following this simple and easy to do tutorial: https://www.youtube.com/watch?v=y8uSR8V8olw Now, being a total ...
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1answer
81 views

How to properly apply PBR displacement on non rectangular Planes?

I modeled a floor for a room in a building by using a Plane, therefore the floor geometry is not rectengular (due to corners etc.). I added a pbr texture to the Plane object, unwrapped the uvs (by ...
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157 views

Is there any advantage to using a specular map in combination with all the other maps in the metalness workflow? [closed]

I have gathered online that there are typically two workflows applied when working with materials: A "Specular Workflow" and "Metallic Workflow". See this image that breaks down ...
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31 views

Why is there color in measured specular reflection of a ruby and other non-metals?

According to this article: http://learnwebgl.brown37.net/10_surface_properties/surface_properties_color.html#id2 measured specular highlights of some dielectric materials such as ruby or emerald are ...
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30 views

Is it possible to add a normal map to a material?

I am using sketchup for modelling and applying textures, then export the model to blender to uv unwrap and bake it to a single texture map and add ao. I usually just use photoshop to generate a normal ...
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68 views

Deferred Shading / PBR - Rendering Maps in Blender for 2.5D Game

Introduction Hello, I'm an amateur 3D graphics artist. I create 2D isometric graphics for a game called Faldon. I'm relatively new to Blender after primarily using Newtek Lightwave about 10 years ago. ...
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161 views

Convert a “MetallicSmoothness” map into two separate Metallic and Roughness-maps for a PBR workflow?

How do I convert a "MetallicSmoothness" map into two separate Metallic and Roughness-maps for a PBR workflow? I have a map from Unity labeled "MetallicSmoothness", and also a ...
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1answer
53 views

how tocreate a full pbr concrete material [closed]

I need to reproduce the concrete wall in the image, with procedural method: in particular: a procedure for create random small holes effect these irregular straight lines in relief some wet spots ...
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70 views

“Bump” node glitchy?

Trying to compile a PBR shader in Blender 2.83.4. The CUDA optimization is set for both the processor and graphic card (AMD Ryzen5 3600 and GeforceGTX 1660). Plugging several masking nodes into the ...
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1answer
13 views

Cycles: prevent part of texture from being illuminated (AO, no shine, etc)

I see this requested here and there and people like to lecture about how it "isn't realistic". Solutions that are offered are too niche for my use-case. I have a throat texture and need part ...
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1answer
55 views

The metalic look of the material looks opaque [duplicate]

My final renders look "opaque", "poor","doll", "boring" in comparison with my viewport shading and i don't know what to do to improve it. (I use Cycles render) ...
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2answers
278 views

How does this normal map create surface imperfections instead of elevations/bumps?

How do you create a normal map similar to this? In this polyester texture I just purchased, I noticed that the normal map (instead of roughness) is creating the silky look as well as the surface ...
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0answers
43 views

PBR workflow - what am I doing wrong?

I'm going through a tutorial on UV mapping in Blender 2.8 and I need some help. Why is my material glossy/reflective? I have a roughness map connected (greyscale non color), and I also have a normal ...
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0answers
230 views

Most straightforward workflow for Blender to Substance Painter to UE4

Background Basic 3D modelling experience from circa 10 years ago (3DSMax, OpenGL pre shaders). Problem statement "A coffee shop tutorial". I followed the [in-]famous blender donut tutorial and now ...
3
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1answer
876 views

How to prevent repeating textures on floor tiles array?

Basically, I wanted to create marble tiles with the array modifier and a texture I downloaded. But I'm not quite sure how to make it look like it isn't just repeating. I'd like some randomness to it ...
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1answer
231 views

PBR transparent fence texture node set-up not working

Thanks in advance for your help! I'm working with a transparent wire fence PBR texture, and I cannot get the space between the wires to be transparent. (I've also tried on a simple plane mesh - same ...
4
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1answer
56 views

Is there any way to replicate/recreate Levels effect in Blender Shading Nodes?

I'm trying to make a normal map generator in Blender and I need to add Levels-like node. I'm using this tutorial about generating normal map from four pictures (https://dreamlight.com/how-to-create-...
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1answer
290 views

Blender 2.8 My soil shader looks too glossy

I'm trying to do a soil material using the following textures: https://texturehaven.com/tex/?t=coral_ground_02 I applied a 'displaced' modifier and built the shader nodes but my surface looks too ...
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1answer
1k views

PBR Reflectance Values for Metals

In a PBR metal/roughness workflow, I know that all dielectrics are hard-coded to have 4% reflectivity at F0, and metals have a much wider range of 70%-100% reflectivity. It's important to use the ...
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0answers
96 views

A Node Setup that converts a greyscale bump texture into an RGB normal map… possible?

I want to create a pbr texture (voronoi based) and then have it converted procedurally into a normal map, which can then be plugged in to the normal node. (do not want to use bump node) Surely this ...
2
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0answers
227 views

Brushed Nickel in Blender

I am trying and failing to create brushed nickel in blender. The texture of the object is smooth and the brushed appearance doesn't add any bump to the metal. See the attached pictures for the look I ...
3
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1answer
1k views

PBR material : how to use a RMA file in Blender?

I found this (free) nice brick PBR material : I would like to use it in Blender. I had never heard of PBR before. So when I unpack the zip, I get those files : Brick_Wall.sbsar Brick_Wall_D.tga ...
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2answers
1k views

Baking PBR Metalness maps 2.8

It seems that blender still does not support Metalness baking in 2.8. This is essential to asset designers, will there be support for full PBR map baking anytime soon? and are there any Free programs ...
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1answer
511 views

Node setup for transparent wire fence PBR texture

So i downloaded a PBR texture for wire fence but i don't know how to properly setup the node to make it transparent like in this preview Usually for PBR i only use diffuse, roughness, and normal, ...
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0answers
44 views

Object goes black when decimating to reduce file size

I'm trying to reduce the size of a 3D model. I tried adding the decimate modifier to all of the objects and it worked pretty well except for one. There is a cylindrical object that goes around the ...
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0answers
1k views

Metallic and Specular bake with Blender

I want to export a PBR asset from Blender to UE4, but for the metallic parts I obviously need the specularity or metallic maps which are not in baking options of cycles. I've seen people talking ...
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1answer
252 views

How to even out/scale this material?

I have this PBR set up and working, but I'm getting different results on different objects. I have UV unwrapped the objects (using smart unwrap). The texture itself is working. I have applied rotation ...
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2answers
2k views

How to properly set up this PBR texture

I'm working with this PBR metal texture. I have the images plugged into the proper slots, and everything seems fine except for the normal map. If you look at the bottom of the image, when I connect ...
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1answer
3k views

How bake cycles material to PBR texture in 2.80?

I should pass this model on Unity. I think the only way is to bake the material. I can not proceed because of the “metallic”. The glossy bake is always white. Why? Where am I wrong? Thanks in advance
2
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0answers
519 views

Trouble with realistic bright white plastic

I'm having a bit of trouble creating a bright white plastic material and having it look like my reference image. I'm using cycles, a principled bsdf shader, hdri lighting and a filmic base contrast ...
1
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1answer
791 views

Luxrender PBR materials

I know that you should usually ask questions about "direct problems" here but there is a problem where I can't find an answer to. There is a quite similar question but the answers don't really help me ...
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0answers
32 views

Where I can see realistic indexes of reflection for metal\specular reflections\roughness, etc?

For different materials like wood, paper, skin, etc?