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Blender 3.x: Correctly Using AO, Albedo, Normal, Metallic, Roughness Maps (2 minute tutorial) 

River's Educational Channel
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There are a few common mistakes to watch out for, but pretty straightforward once you've done it a few times.
The common mistakes are:
Ambient Occlusion: know when to use it and when to ignore it.
Non-Color vs sRGB: sRGB is used for albedo and AO, non-color is used for roughness, metallic, and normal.
Normal Map: You should have a Normal Map node between your normal map and the normal vector input on the shader, otherwise the results are incorrect (and the difference is visible).
3D models shown:
Post-Apocalyptic Phone Booth: sketchfab.com/...
Grand Piano: sketchfab.com/...

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31 окт 2021

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Комментарии : 36   
@flashbacker8935
@flashbacker8935 2 года назад
This is... the most incredible... and most WHERE HAVE U BEEN ALL MY LIFE video for me hahaha, I've been trying to get into blender for a little over a year now and the SINGLE most PAINFUL thing for me has been being unable to import assets and get their textures to function. Thank you, so so much, you brilliant, beautiful man
@tsunamirider02
@tsunamirider02 Год назад
Bro you are straight heaven-sent. Thank you so much for rapid & detailed explanation. I also peeped comments here for Normal_DirectX. You didn't skip a beat! Much luv!
@Albert_XXI
@Albert_XXI 4 месяца назад
A special thanks for the occlusion map plus diffuse map using hue node as mixer. This might be as perfect as it could get.
@atularman7215
@atularman7215 2 года назад
This is the video I've been searching for almost 5 hours😭😭...thanks❤️
@ChrisBear1989
@ChrisBear1989 8 месяцев назад
This helped. Thank god for RU-vid and the internet(And you obviously)
@SzymonWarunek
@SzymonWarunek 2 года назад
thank you sir.I like your american accent.I wanted to say: thank you for explaining,how to connect AO map.In the past - i was not sure,to which node - i was suppose to connect ambient occlusion map.
@elgincarter738
@elgincarter738 Год назад
Thank you for this.
@corvette724
@corvette724 Год назад
Fantastic, to be honest, since days i?m frickling at my airplane mopdell, Spitfire, because no reaction at roghness. I suspected it could depend on my self painted shader, png. But your vid is the revelation. thx aso much. left a like.
@henrikpatterson1521
@henrikpatterson1521 Год назад
This was all I needed. Thank you so much.
@pizza_mana
@pizza_mana Год назад
many thanks
@slamotte
@slamotte Год назад
Thank you so much!
@kamakeh
@kamakeh Год назад
Thanks for the help
@santhoshmg2319
@santhoshmg2319 Год назад
Awesome👏😊
@CaptainBrandyAndCrew
@CaptainBrandyAndCrew 8 месяцев назад
Thaaanks
@yolokas
@yolokas Год назад
perfect tutorial. Thanks!
@oscarchavez8527
@oscarchavez8527 Год назад
Quick question: I am learning to mod weapons for Elden Ring, and to import it into the game, it requires the Albedo, Normal, and Metallic textures to be separated independently. So, I got my model, I UV UnWrapped it, applied texture paint, and did some shading. How do I break it into those 3 required files? Thanks for your time.
@Melisa-kj5xr
@Melisa-kj5xr Год назад
Really helpful, thanks!
@pinkpuff8562
@pinkpuff8562 2 года назад
Hi, I recently exported some textures from 3D Substance Painter and i have like 7 different textures. Base_Color Heigh Metallic Roughness Normal Normal_DirectX Mixed_AO And where would i put the Normal DirectX and Height textures into the nodes of a material?
@riveducha
@riveducha 2 года назад
Normal_DirectX is a Y- version of the normal map. You don't need it because you already have the Normal map. Height can be used as the displacement map: blender.stackexchange.com/questions/133354/is-it-possible-to-use-height-maps-from-substance-designer-in-blender-and-how
@modelero4937
@modelero4937 2 года назад
Perfect!
@swthelostarchives
@swthelostarchives 2 года назад
My ambient occlusion maps mess up my viewport display in blender 3.2. Every other version of blender doesn't have this problem
@terraner8160
@terraner8160 2 года назад
Part two of the Valorant AI please!
@faquir885
@faquir885 2 года назад
hello thank you a lot off, i did not how tu use the albedo and AO, but what about displacement ???
@Danny99G
@Danny99G 2 месяца назад
Thank you so fucking much
@aprintojoss8079
@aprintojoss8079 6 месяцев назад
What about edge height and displacement maps ? Are they different ?
@96ubme
@96ubme 2 года назад
how would apply the map if it was one map, not separated out in the different channels. So for example the map came from substance painter and the metaliic,roughness and AO was combined into a single map?
@riveducha
@riveducha 2 года назад
I assume metallic, roughness, etc. are in separate channels in one image file - in that case you can add a "Separate RGB" node between the image and the shader. For example, green might be metallic, blue is roughness, and so on.
@codeender5980
@codeender5980 Год назад
What do I do if I have 3 different albedo textures? they're all supposed to be used at the same time it looks like...
@riveducha
@riveducha Год назад
They could possibly for different parts of the object, in which case you need to assign different materials to each part.
@EnzoTronzo
@EnzoTronzo Год назад
my albedo doesn't do anything but change the solid color of the mesh :(( the opacity map doesn't do anything either...
@riveducha
@riveducha Год назад
Albedo is precisely for changing the solid color of your object so that sounds correct.
@itsmekizuro
@itsmekizuro 2 года назад
Can you make screen objective detection on call of duty mobile
@lx_9696
@lx_9696 2 года назад
When I have put in the "albedo", my "normal" node is already occupied for the "normal". What can I do?
@riveducha
@riveducha 2 года назад
Albedo and normal should not conflict. What is your normal mode already occupied by?
@lx_9696
@lx_9696 2 года назад
@@riveducha I haven't put the albedo in "Base color" that's why. I'd wanted the color to be different, so I put it in normal. Now I changed it and it works fine.
@itsmekizuro
@itsmekizuro 2 года назад
Hello
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