In this recent video, we are going to learn how to apply different variations of BBR textures from
different saucers inside to the Cmax using the physical material policy and set up, we'll be using
the same file as before.
The only difference is the HDR file.
Currently, I am using a file named Small Hengel, which is one of the three HDR files provided by Autodesk.
We will be applying three pretextual sets, the first one is from a website called Free PR dot com.
It is a sci fi themed texture named futuristic panels.
One, if you open the website, you will notice that there are three versions of this year.
At least one is using the unity game engine standard, and this one is using the unreal game engine
standard.
Unless one we're just using the blender standard is somehow not available.
Generally, you want to use this version for this mix.
Due to this, we will be using the unreal textures instead.
The reason for this is because the unity standard texture set uses a transparent image for the texture.
At least that is the case when I recorded the video.
So you will have to do some image editing for us to make it work correctly in Saturday's mix.
In this regard, the unreal engine standard is similar to what we use or we can use into this mix.
So this is something you need to keep in mind when downloading your textures originally aimed for game
engines but want to use them into this mix.
The second texture set is from polygon dot com.
Although this website sells textures, it also provides some free sample textures that we can download.
One of these free textures is this texture set called Bricks zero one.
You can choose from three different resolutions.
I'm just using the smallest one, which is one key for this lesson.
Although resemble texture, set is free.
You do need to create an account to be able to download it.
The last one we are going to use is from the website texture's dot com.
The texture set is called Forest Floor Leaves the Tuka resolution and above appropriate textures, but
the lower resolutions, one below are free.
We will be using the wonkier resolution textures and dislike the previous site.
You also need to create an icon on its website to download the textures.
All right, let's apply the futuristic panels, Texture said.
If you inspect the textures, there are six of them you can see by their names.
This is the albedo texture, the old height mitali normal and finally the roughness texture.
But into this mix, let's start from scratch by creating a new physical material.
The scientists material to our report object for the first lecture, let's add the albedo texture.
We can just drag this this column up into port to the left and then release it.
Just General, let's use the classic bitmap shader for now.
Open the folder we are using for the texture files, select the albedo texture and then click open.
And we have something like this next, let's add the roughness, texture, direct roughness map into
a port, but now to OSL and select ueber bitmap.
We do this because we are going to explore some of the parameters that exist, both on a bitmap and
you bitmap shaders.
Select the file with the roughness name in it.
Just the color of poor.
And we have something like this next, let's add the metallic texture, unlike before, I'm going to
show you another way.
You can just do the metallic texture file from the file explorer into The View panel.
As you can see to this, Max will create a bitmap shader automatically and just connect this to the
maintenance map input port.
And this is what we have so far.
Before we move on to the next textures, there is one important setting that you need to be aware of
when working with our textures, and that is the game setting.
So what is actually a gamma?
To keep things simple, the light intensity produced by our display devices is not really aligned with
how the light intensity works in the real world.
There is why we need a special mathematical function to correct it.
This is what a gamer does.
It corrects the light intensity of display devices so that the pictures we see with our eyes look similar
to how we see them in the real world.
If you go to the customized menu, then open the preferences window in a game on an elevated tab.
You can see here that I am using two point two for the game of value.
Now, this 2.0 value is a very common value used by most display devices in the market.
But in case you are using a very unique display device, you can set the Gameau value manually.
Here to calibrate the game of value is simple.
Just direct this value up or down until the central square blends with the surrounding pattern area.
You may need to move your eyes away a bit from the monitor for this to work.
I'm not going to change anything for this game of value is already optimal for my monitor.
Now the question is, why is this matter so much with texture as well?
Because all the values that are not considered as color should not be gimcrack, that they should always
be using the original of value, which is one point zero.
You will get suboptimal or even a strange rendering results if you color correct these values.
So the next question is how can we tell which map slots should use, give a correction and which ones
should not?
Very simple.
Just look for the word color in input.
Poor.
If you see the word color, then these values should use gamma correction.
Other than that, the game correction should be turned off.
To do that, let's say we want to turn off the gamma correction on the maintenance map.
If you are using the bitmap shader, you can click on a texture name here, then notice this gamma option
down here.
Make sure it is not set to automatic, but set this to override one point zero.
So again, this is on which is basically using the system's default gameau value and this is off.
All right.
Now for a roughness map, because we are using the uber bitmap, besides setting the game on here,
you can set them directly in your section, just one of the auto game option and make sure it is set
to manual gamma one point zero.
As you can see already, the rendering result is way better than before.
This is because we are using the pictures the way they are supposed to be used.
Next, let's at the map, you can just drag this into the view, Spanel.
Remember to override the game Gamma to one point zero.
Again, this is because we will connect this texture to the displacement map.
Slot displacement is heavy in terms of processing, so you may need to wait a bit as the venera generates
all the polygons.
OK, this is already looking better.
Next, let's add the normal bomb effects, direct the normal texture to the viewer Spanel.
And again, you need to turn off the gamma correction on this texture all the way to Najiba image.
The three channels are not used for displaying colors.
They are only used for later containers.
Now, if you plug this directly into the bomb map slot at a glance, it looks like nothing is wrong.
But what actually happens here to the Cmax converts the image into a monochrome image.
And this is not what the texture is intended for.
To use normal texture correctly, you need a special shader called the normal bump.
So right, click here.
You can find the shader in a general category, then normal bump, block the bitmap output into the
normal input port, then connect the output port to the bomb map input port.
The difference may be subtle, but you will see it more clearly as the bomb strength increases.
Let's keep moving on to the less texture, which is the old or alien occlusion.
We've discussed this texture before, but we haven't discussed how and when to use this texture.
A hole is a very important texture in video games or in real time applications such as VR.
Why?
Because it helps to mimic the environment lighting, which is an expensive process in real time rendering.
However, if you are using right renderers such as Arnold, very Corona, etc., you don't actually
need to use the able texture, especially if you already use displacement.
Why?
This is because all the soft shadows from the environment lighting are already being calculated by the
renderer.
So adding an able texture to the material will just double your effect and make it unrealistic.
But if you are not aiming for photorealistic rendering, you may want to use your map.
There are at least two ways that you can do this for us is by darkening the albedo texture, using a
multiply color shader, and second is using the texture to control the base with map.
Let's see the first method.
Create a map to OSL math color, then just multiply color, redirect the albedo map output from the
base color map to the input of the multiply shader.
In your texture, and because we are mixing colors here, you do want to turn on the game.
Correction on its texture.
Plug this into the color, into a port, then read the result to the base column of.
And here is the result, if you look closely, you can see dark shadows in corner areas, so this is
one way to do it.
Let me select and let this note for now reattach the orbital texture to the base column.
Now for the second method.
The idea is like this.
We know that if we decrease this base, we value down the base, color will become darker and darker.
Basically, we want this texture to take control of this base with value, but remember, we now want
to use the old texture not as a color, but to map it as a zero to one range of value.
So make sure we overwrite the game value to one point zero for us.
Then we can plug this into the base with maps.
And here is the final result.
As you can see, applying your textures can be a bit tricky because you need to know several important
concepts to be able to use them correctly.
But the result will pay off.
You can get realistic or at least nice looking materials with minimum effort.
I will end the video now as this already gets too long, we'll continue applying the other to texture
sets in the next video.