Questions tagged [pbr]

[Physically Based Rendering](https://en.wikipedia.org/wiki/Physically_based_rendering) (PBR) seeks to render images in a way that models the flow of light in the real world. Blender's Cycles rendering engine is a PBR engine. The material system associated with Cycles is part of a PBR pipeline. Use this tag for questions pertaining to the PBR aspects of Blender's rendering pipeline.

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Do you have to apply modifiers before baking a normal map?

I am about to bake a really high poly model onto a low poly object and I was wondering if I had to apply my subsurface and displacement modifiers before doing that?
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How do I avoid this weird pixelated effect when creating a grunge texture?

So I was informed by one of the moderators that my post's title was not specific enough. So I decided to just create another one that aligned more with my problem and deleted the last post. Hope that'...
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Quixel materials and blender export looks wrong

I'm not an expert about rendering in Blender, but I know as much: Blender uses the metalness workflow, so the reflectivity should be driven by a roughness map and not a specular map Blender uses a ...
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How to properly use specular pbr textures in blender?

It seems like there are two types of pbr textures out there metalness workflow (works great in principled shader) - Inaccurate Specular workflow (it seams that there is a shader in Blender only for ...
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How to use Glossiness reflection pbr materials in blender?

The title say's almost any thing idk what is the proper way to use these PBRs ? i just don't know how to use these im trying to achieve to right result Diffiuse Glossiness Height normal ...
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Why imported textures from Substance Painter looks wrong in Blender?

I baked high poly meshes' details into low poly meshes and textured them in Adobe Substance Painter. When I import the textures back to Blender, it looks different. It seems that the problem comes ...
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How to scale PBR material so it doesn't look repeating

I'm trying to scale the material applied to the cube. Regardless if I scale it up or down, the pattern seems to look repeating. How can I fix this?
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Where/How does the Principled BSDF incorporate Fresnel?

From what I can understand, the Principled BSDF incorporates a ton of 'PBR-friendly' parameters into one compact box of sorts. For instance, I can attenuate a material's roughness, transmittivity and ...
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Use lightmap in Blender

I just baked a lightmap for my environment and I want to import it back to try how it looks in Blender. It's supposed to be for a game engine but I don't have any. I bake it for someone else and I ...
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1 vote
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Difference and how to use DISP/DISP16 / BUMP / NORM / GLOSS / REFL maps

So I know the basics ob pbr textures but everytime I download a pbr texture and unpack it I am suprised by some new names or different wording. This time I downloaded a leather texture that has 11 ...
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Add more "depth" starting with one texture

I am using the Node Wrangler to apply the texture (I am using just one texture, a simple photo) to simulate roughness, normals and so on. Is there a way to create more "depth" starting from ...
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Node Wrangler does not load images

I'm working with Blender's built-in Node Wrangler for the first time. Unfortunately, contrary to the tutorial videos, I can't get Node Wrangler to do anything. No errors, just nothing happens when ...
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3 votes
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Adjusting specular for a metal

As per Principled shader docs, Specular parameter controls dielectric specular reflection. As I understand it, when I set metallic to 1., I only get the specular (tinted) reflection, and no diffuse ...
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Maps aren't baking the way I need it to

I'm trying to bake a diffuse map, but the parts where it's supposed to be metal-ish, turns black. Does anyone know why this happens? Maybe other maps are affecting it?
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Trouble recreating mud texture from image

I'm very new to PBR textures in blender and experimenting with them. I'm trying to recreating the look of the mud closely engulfing the woman in this picture using PBR but I'm having a lot more ...
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PBR Texturing: Normal Map loses the details after baking when scaling before

I am currently creating a character for a game. To make mine look detailed, I use two normals maps, one that I have sculpted and one as a texture that is supposed to look like fabric. I have combined ...
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How to tile a texture with displacement without repetition

I'm trying to lear how to texture a scene so I downloaded a texture and I applied onto the walls of my scene. It looks great but you can clearly see repetition on the wall with the doorway which isn't ...
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PBR textures not looking bumpy

I am trying to use pbr textures with node wrangler but i am getting weird results and ugly effects, even with all maps, it looks like as if the maps are not set in the right direction. I dont have GPU,...
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Inconsistent UV-surface sizes on different models

My workflow starts in Blender (v2.93.0, OsX), where models are exported to GLB/GLTF and then imported in a web application running ThreeJS. I have a bunch of products, all similar in size. Some have ...
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PBR maps required for polished granite

I need to texture a cube with polished granite. I applied my diffuse into the base color of the BSDF shader and set the roughness to 0. is that enough or do I need to add other maps like normal,AO and ...
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Bake Specular Map

I'm trying to bake Specular Map. I have 2 materials. If one of them has Specularity - 0 and another one has - 1, it works correct. Not specular - black color, specular - white color. But any middle ...
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Having issue with pbr material while moving camera

I m creating floor , I download the maps from quixel bridge . I only change the roughness to low without using original roughness map because I want it to be little shiney but some noise coming on ...
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Is Principled BSDF suitable for metals in terms of Fresnel?

Principled BSDF uses fresnel reflections for dielectric materials. Dielectrics have two fresnel knobs: specular for facing reflections and IOR for transmissions. Principled BSDF Does the Principled ...
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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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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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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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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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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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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. ...
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2 votes
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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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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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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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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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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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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 ...
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2 votes
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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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1 vote
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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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1 vote
1 answer
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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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1 vote
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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 ...
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2 votes
1 answer
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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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1 vote
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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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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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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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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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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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"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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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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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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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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1 vote
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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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