Join David Andrade for an in-depth discussion in this video PBR workflow for Blender, part of Blender: Tips, Tricks, & Techniques.
- [Instructor] Physically based rendering or PVR has taken the CGI world by storm. Used by games, animation and movies, PVR materials are an easy way to create high quality rendered objects. With Blender's new principled shader, we can take full advantage of this workflow. In this week's Blender tips, tricks and techniques, we're going to figure out how to use it. Okay, now I've gone ahead and made a monkey. I've done some very simple unwraps by selecting everything and doing a quick smart unwrap.
I've gone ahead and added a new principled BSDF material. By they way, you have to be in cycles, render. And if we open up this little window go to node editor, you can see that I've also added a few texture maps to my material. Okay, let's get a little bit more real estate and open this up. Let's explore. Now the first thing you need to do is add all of your texture maps. Everything that is not base color like metallic or roughness et cetera, should be treated as non-color data.
If you end up using a normal map, you're going to want to make sure that you add a normal map node between your textured image and the actual principaled BDSF shader. Okay, so now let's go over here and just to go rendered view and see what we get. Right away you can get this really cool steel, rusty monkey with just a few images. Pretty awesome, right? Now because the shader has so many awesome features added to it, we can play around really quick.
For example, you've got subsurface depth. So let's just kick that all the way up. And now our monkey has this like awkward skin depths sub-surfaceness to it. That means that light's actually going inside the monkey, bouncing around and shooting right back out. Let's kick that down a little bit. Now, you can play with the specular a little bit but I recommend leaving it alone. This is actually locked in to what the principled shader uses by default. For those of you used to say, Unreal and other engines that use PVR, this value actually matches .5.
Other programs, though, like to use .04. Blender has opted for normalizing it down to .5. Next up, you have anisotropic. This is a really cool tool that let's you mess with how the light bends on top the metal. Think of the bottom of a steel pot. You know how the metal likes to bend like that? That's what anisotropic likes to do. Next up is sheen. This gives everything kind of like a velvety color to it. Let me kill the subsurface.
You can kind of see what's happening here. Just little bit of velvety though the high metal roughness is really pushing it. Maybe if I kill some of this stuff we can start to see how sheen really effects it. We'll kick up roughness a little bit too. Pretty cool. Now another thing I really like is clear coat. So let's just turn that all the way up. Clear coat adds an actual layer of gloss on top of your character.
Kind of imagine it like a clear coat on a car. It's really cool. Finally, index of refraction. That's how light bends. And it's really only noticeable on glass. You can kind of set that to default. Over all, Blender's new BSDF shader is awesome. It's basically an uber shader that gives you the full power of years of Disney research, animation and visual effects research to generate this super cool material on the fly. Have fun messing with it and see what you can get.