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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Apply Lightmap to PBR material (draco/GLTF export)

Being new to Blender, I might be missing something obvious, and I must apolazige for that. I need to optimize a mesh (a paid one) so it can run as smoothy as possible within a ThreeJS experience (so, ...
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How do I save these pbr textures as pngs with the new Base Color using color ramp?

I got this pbr texture from somewhere else and I put it into blender and put a color ramp to change the color and I want to save the pbr textures again but with this color so I can export it somewhere ...
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Is it okay for normal map to have transparency?

Recently, I was creating a normal map from a transparent height map (both normal map and height map are pinned below). There isn't any shading problems (I'm using Blender) when I'm using a normal map ...
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Blender results turning wild after switching to render mode

I am working on one of my blender files for two weeks now when two days ago all of a sudden the results in render mode were turning wild: One of the floors turned black when in render mode (it didnt ...
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How to properly set up PBR?

I have no idea what I am doing wrong. I have quite a big environment to make and I want the ground to look like the PBR texture but it doesn't like that at all. How can I fix it? https://polyhaven.com/...
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PBR Texture Blocky/Pixelated in Cycles

I downloaded a pbr texture and uv unwrapped my object and applied the texture but it is coming out pixelated and blocky. It almost looks like voxels and only happens in cycles. The first picture is in ...
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Is there are way to make the simple sub division look less ugly?

For my model i had to give it the simple subdiv with adaptive subdiv for the pbr textures to work properly. is there any way to make the model look smoother without affecting the pbr texture quality, ...
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Concrete material: weird patterns appear in the final render

I'm currently working on these renders of a bathroom. There is supposed to be concrete on the walls and in the final render these weird patterns appear and I don't know how to get rid of them. The ...
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Beginner: struggle with PBR textures

I have downloaded a metal foil PBR tried to apply it to a model I created with node wrangler. As you can see in the screenshot, it appears different than the material preview. I have added a HDRI, ...
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how to create PBR texture from baking high poly model with low poly model?

I started to learn normal map and want to make some PBR texture into my model. As i know, Normal map just give us an angle information and displacement Map for height information. I has bake my model ...
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Struggling with applying PBR textures to object: grey texture instead of the PBR

I have downloaded a glass PBR from CGAXIS (blender format), opened it in Blender and tried to apply it to a model I created. As you can see in the screenshot, it appears gray and opaque, not ...
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When I blend PBR materials, where do I put AO & Displacement?

I'm trying to blend a realistic landscape material, that combing rocks, dirt, grass, etc. What do I do with the ambient occlusion textures? And how do I blend the displacement textures? Both don't ...
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Is it possible to bake a transparent glass texture

If you wanted to bake a transparent glass or plastic texture for a client, how would you go about doing that? What kind of texture map (glossy, roughness, transmission) would you use?
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how would you go about to recreate this edge texture? (sawed off wooden edge)

I have not been using blender for quite a while and tried to recreate this texture with displacement maps, but have not gotten that far. How would you proceed? I have tried weight painting and using ...
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Making the translucent backface glossy

I'm working on photorealistic leaf material that works fine with a plane mesh (of course if it had real geometry thickness the effect would have been easy to set up but heavy for rendering). This is ...
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as of blender 3.2 what is best way to go from slow rug particles to Realtime texture?

I rendered this: which up close looks like: But it is intended for indoor house in game engine. Specifically isaac sim as it's for robotics, but think of it as Eevee, Unity, Unreal, etc game PBR ...
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Texture nodes not being applied on stair

I'm trying to make a model of a village house but I'm stuck in wanting to put an PBR material into some stairs. I get this weird orientation of the PBR on some faces of the stairs. Is their any way I ...
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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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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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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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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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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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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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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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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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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 ...