And his lesson I will show you how we can use images s textures on order blend their material properties
in addition to the base color parameter.
We have already seen that the default blender material is already setup with a shader called principled
B SDF.
The shader is a PBR shader and PBR stands for physically based rendering.
So these shader is created with parameters based on real physical properties of materials with the shader.
We can configure a series of properties to create materials of almost any type.
We have already seen that these properties are initially configured with numerical values but they can
also be controlled through images and the textures that I use to configure a PBR material can be called
PBR textures these textures are created specifically for the parameters in which they will be connected
like metallic roughness.
Normal map.
And so on these textures can be created in different ways.
There are specific softwares to create these textures from photos we can paint these textures manually
and it's also possible to download texture packs made specifically for a particular material on different
Internet sites.
We will see how to create some of these textures manually in future lessons.
For now we will only understand how these textures work and for these we are going to use an already
existing texture pack.
There are several Web sites in which it's possible to buy or download these packs of PBR textures for
free.
Some of the sites where you can find these kinds of textures for free are they treated texters dot me.
The texture haven dot com S.S. zero textures dot com and C G book case dot com in this lesson and I'm
going to use these tech three pack to create these metal plates material these textures can be found
in these link of the 3D Dot meet site but I also let the textures available for download in this lesson
besides these textures.
How would you use a simple file with a plain light and a camera.
You can reproduce this scene or download the file that I left available in this lesson we have already
seen.
That's to work with textures in the materials we needed to use a shader editor in the last lesson.
We divided it to the view area into two different areas and we set one of them has the shader editor
using the editors menu we can do these whenever we want but if we look at the workspace steps up here
we will see that there is a tag called shading if we click on it.
We will see our workspace configured specifically for editing materials in this part.
We have a treaty view already configured in look that display mode down here.
We have a shader editor here at the top left.
We have a file browser to navigate through the computer folders and load the textures quickly and here
below.
We have an image editor in case we want to view or add an image so when you want to setup a shader you
can split the day for workspace and open a shader edged or manually or you can use the shading workspace.
If you prefer as in the previous lesson I had to configure the shader edge during the interface manually.
In this lesson I'm going to use the workspace so to start configuring the shader I will select the plane
and here in the shader Ed I'm going to click these new button to create a new material.
Now we start using the textures.
I will come here.
The file browser and navigate to the folder where I downloaded the textures
if we want we can change the view mode off the file browser.
Here in these header buttons we can leave it as at least
as at least with additional information and as thumbnails
I'm going to leave it as a least so we can see the names of the files I will start by using these metal
plate based color file then I can tweak the file icon here on the left and drag it to the shader.
Ed if you don't like these file browser for any reason remember that you can also open the folder off
your operating system where the images are
and drag them directly to the shader editor
regardless of which path you use the shader editor.
We already create a new much texture node with the image that was dragged already loaded now just connect
the color output of the note in the base color input of the shader
if we look at the object in the treaty view now we will see the color applied in the model.
But as you can see the material is far from having a satisfactory result if we use just one image in
the color parameter.
In most situations the object will just look as a smooth surface with a sticker of the texturing question
on it so let's start to see how we can use the order PPR textures to improve the look of the material
it's possible to use a texture for each of these parameters of a PBR material but most of the time we
can leave the material quite satisfactory using images in just a few of these parameters in this lesson.
In addition to the base call or texture we will explore the use of texture for the roughness parameter
the normal parameter and for the metallic parameter
in most situations it's possible to create a good PVR material using textures only for the base color
the roughness and the normal parameters but when the material in question has metal parts and non metallic
parts as is the case of these material it is also very important to use a tax or for the metallic parameter
for us to understand how these texture work in these parameters before using the textures of the material
itself.
I'm going to use these values test image which you can also find available for download.
In this lesson so I'm going to drag it here to the shader editor
and I will test how we to act when connected to the roughness parameter.
We have already seen that the lower the value of the richness this parameter the more reflective the
material is and the higher these value the more makes the material is.
Now I'm going to connect these image text to node with these values test image in this parameter
but before analyzing the effect caused by the image we have to pay attention to a very important aspect
of the use of textures in the material configuration just below the image in the work the note.
We find these Manu to define the caller space of the note.
Here we can define whether Dean which will be interpreted as a call or an image or as an image off the
non call or data type.
Here whenever the image is used in a corner parameter of the material we will leave this parameter S
S R G.B..
And whenever the image is used as a value or as a vector we will leave it as known caller that but how
we can know if the node is going to be used as a caller as a value or as a vector.
It's very simple.
Whenever being put of the shader easy yellow the parameter corresponds to a caller if think put is gray
it corresponds to a value and if it's purple it corresponds to a vector.
So if thing put is gray or purple the nodes should be set as non call or data as the color of the roughness
parameter is gray.
We know that the node should be set as non color data
and now to help to understand how the image is acting in the material parameter.
I'm going to visualize the image itself I can do these by opening theme which in a viewer of the operating
system itself
are I can view the image here in the image editor which is already available in these workspace here.
I can click on these men to hearing the header and view all the images that have already been loaded
in the file
so if I choose the values test image I can view the image here.
As we can see these these are grayscale image in which some areas are lighter and others are darker
and if we look at the result of the material we will see that there is a relationship between this image
and the way that the reflective areas are distributed in the material what's happening here.
Is this when an image is used in a value inputs they much brightness scale will match the intensity
of the value in question being that the black color corresponds to zero percent of the value and the
white collar corresponds to 100 percent of the value as in this case.
The image is being used in the reference parameter in all places that theme which is black the material
is 0 percent riff.
In other words if these are 100 percent reflective in these areas and whatever deem which is white it
is a 100 percent tariff which means that in those areas it is 0 percent reflective.
And as you can see in this area of the material that corresponds to these gradient the intermediate
tones also corresponds to intermediate values.
So here we can perceive as smooth passage from an area with a lot of reflection to an area without any
reflection.
In fact all the parameters with these grey ball on the side will interpret theme which is connected
to them in the same way where black corresponds to zero percent of the value white corresponds to 100
percent of the value and the intermediate great tones correspond to the corresponding values in these
K.
Now I'm going to delete these note with this image to start using the textures created specifically
for each parameter so I'm going to click on the metal plate to roughness image and drag it to the shader
editor
I will connect the node to the if this parameter
and I will set the color space to non color data
to be able to view the image and better understand what is happening.
I will also make it active.
Here you name it your editor true the image menu
as you can see the image has a predominant medium rate Tom and some darker parts as the darker parts
of the image correspond to a lower roughness value.
These will be the part where the material will be more reflective and the other parts will have an intermediate
level of reflection if we rotate the treaty view now we can see a bit of the effect
but if we want to easily to the effect without interference from the caller image we can temporarily
disconnect the node from the base caller with these we can see that the material has parts that are
more reflective and parts that are less reflective.
And we can see that these sparks corresponds precisely to the brightness levels of the image being used.
Now I'm going to click on the metal plate metallic image and I will drag to the shader Ed
I will connect it to the metallic parameter
set the color space to no call or data
and I will set its visualization here in the image Ed as you can see this image is completely white
in the areas of the material in reach of the paint built and revealed the metal underneath the paint
and totally black in the other areas where the plates are still painted.
That is in the white area the metallic value is at its maximum and in the black areas it is 0 8.
This way only the area that is white will behave like metal.
And the rest of the material will behave as a dialectic material which is how we call the non metallic
materials now.
I will click on the metal plate.
Normal image and I will drag it to the shader.
Ed if I enable the preview of the image here in the images Ed we will see that unlike the roughness
image and the image of the metallic parameter this is a non black and white image the normal map is
an image type that stores the normal orientation information off a surface that is it stars the information
of a relief which is generally more detailed than the object in which we are going to use the texture
these normal information can be interpreted by the PBR shader which will simulate these relief on the
surface of the material.
But in the case off the normal map.
We cannot simply connect it directly to the normal parameter of this shader for the image to be correctly
interpreted by the shader.
We will need an intermediate note called normal map.
To create this note I will go to the admin who click vector and choose normal map.
And now just connect the color output of the image texture note to the color input of the normal map.
Note and connect the normal output of this note to the normal input of the shader
and to finish since these know these being used by a vector parameter of the shader I will set the color
space as non call our data so that it can be correctly interpreted
as we can see in the 20 view now the material is with the relief corresponding to the relief that we
can perceive in the image and with the effect of the other textures even without the color based note
connected.
We already have a very interesting result
and then to finish the shader I will connect the caller Baz.
Note again
and with that we can see how the material gets a much more interesting result when we use a suitable
set of PBR textures to configure the shader.