I have learnt so much thing in less than 3 minutes than in the last year, thank you very much!
@Batuhan96glaive
Жыл бұрын
Bro! Appreciate the video, but if you learned more than a year's commitment in 3 minutes, then there's a problem with you not the rest of the resources.
@EmiliaHoarfrost
Жыл бұрын
@@Batuhan96glaive At the same time, learning is not direct but progresses over time. If they had a year of commitment, and finally understood, perhaps that additional information learnt throughout that extra year will help inform their future decision-making too, or make them realize more, reactivating past memories. It is true that epiphanies are often occurring this way, after all.
@thfpjct3706
Жыл бұрын
Great explanation, was looking for a video like this since i wasn't understanding what the Metallic map in my textures was actually doing and was just adding it for the sake of it.
@theDesignClass
3 жыл бұрын
Excellent video. Well constructed and paced. Thank you!
@sravyas9753
Жыл бұрын
This is what I was looking for! Perfect explanation.
@LoreEG1999
10 ай бұрын
Thank you! Now I'm regreting not paying attention on my texturing class but you just saved me!
@chijiokeuche4363
3 жыл бұрын
Very short Very brief VERY INFORMATIVE Thanks
@vast634
Жыл бұрын
When you have sub pixel details, the metal map can also have a blend between metal and dielectric (eg grey).
@Biggarou
Ай бұрын
it esplaned it a bit better, thank you good sir
@Gametime05577
8 ай бұрын
thanks
@krakenader
2 жыл бұрын
I knew what those things are but needed an actually - total high level explanation for my girlfriend - THIS is the best video that fullfilled the role
@Whatmovietitle
Жыл бұрын
Perfectly explained, thanks a bunch!
@AidanJoyce
2 жыл бұрын
PERFECT. Thank You. No 1. Simplified explanation given so far and also very well demonstrated visually. THANK YOU VERY MUCH. Liked and Subbd.
@szkrukowski
4 ай бұрын
Thank you. Good content
@penofvenomstudios1799
7 ай бұрын
That was a great INFO-torial on PBR!
@TheBillStout
10 ай бұрын
this is is about types of maps. PBR is about Gamma correction.
@ayushrawat3431
2 жыл бұрын
Very informative and efficient
@chrisrams3D
10 ай бұрын
Excellent video, thank you!!!
@chadwilliams4373
6 ай бұрын
Very helpful, thanks
@danoreilly5020
Жыл бұрын
Very helpful video thank you!
@marcelodeniz3932
9 ай бұрын
excellent! thank you
@dacegao1217
2 жыл бұрын
Great explanation!
@EHManjo
Жыл бұрын
Awesome, super helpful!!
@svaira
4 ай бұрын
So for short: you think you need these different kind of textures in the fragment shader, i.e. one base color (rgba, so vec4 texture), one normal map (vec3 texture) and four others (each float texture, can be combined into one vec4) - i.e. three texture units, right?
@icecake1463
Жыл бұрын
So In a nutshell PBR is how lighting interacts with 3D objects, the Pbr Material used will Determine it?
@VictorPrivalov
Жыл бұрын
Good one!
@mattkaz9604
2 жыл бұрын
Very good, thank you.
@mat5844
9 ай бұрын
im struggling to understand you with the background music :( a part from that, amazing video :)
@aadityautkarsh6115
2 жыл бұрын
nice explanation
@footballhub596
2 жыл бұрын
Appreciated😊🙏❤
@mathajar9563
2 жыл бұрын
perpect high quality video thanks!
@EGeorgev
Ай бұрын
Only texture map I'm struggling to wrap my head around is the AO. Like what the hell is ambient lighting?
@roylavecchia1436
Ай бұрын
Ambient lighting is lit areas of an object that are not lit directly by a light source , but by scattered light. For an example, if you stand in the shade where sunlight is not directly lighting the area, you can still see objects and surfaces, due to scattered light illuminating them. With no ambient light it would be complete darkness.
@pbskpcgames7996
2 жыл бұрын
thanks bro
@hanako6089
2 жыл бұрын
It would be great if you added subtitles to your videos for people with language difficulties :)
@SuperShadow
Жыл бұрын
@@garagefarmacademy with some minor corrections 0:58 spec plus -> spec-gloss 1:10 back -> pack? bake? 1:22 mik -> MIKK 1:26 wire and the green -> Y or the green
@moisture8989
3 жыл бұрын
great video. I found good channel
@judofernando8298
Жыл бұрын
question please, everytime im making texture in substance painter. it always pixelated when up close. any how to fix it ? thank you
@georginikoloff9280
2 жыл бұрын
what a great video!
@flobbie87
10 ай бұрын
What a useful comment!
@flobbie87
2 жыл бұрын
But what is PBR?
@SuperShadow
Жыл бұрын
I hope you've upgraded your mic since recording this o.O
@mattkaiser8984
Жыл бұрын
This might be a dumb question, but is it superfluous to apply a toon shader to a pbr texture?
@willieoverman7863
Жыл бұрын
Not a dumb question at all imo. Afaik toon shading just thresholds the values of both diffuse and specular values per pixel, which creates the simplistic cartoony look. Considering that PBR gives the option for a single material to have any kind of roughness or metallic values in different places doesn't change the fact that these can be thresholded. So technically you could have PBR toon shading, but I'd say it would clutter the final result too much to uphold the artistic value of toon shading.
@mashrien
8 ай бұрын
1:41 Everything except hydrogen and helium, *_IS_* a metal, according to physics and physicists. Wood?- Metal. Glass?- Metal. Oxygen?- Metal. Water?- Metal. Crystal?- Metal.. Grass?- Metal lol It's absurd, but a funny little quirk of physics, and a fun tidbit to know and share with others to get that *_awesome_* "wait.. wtf?" dumbfounded look people get when their brain breaks trying to compute something lol It's even more entertaining when they sit and chew on it for a bit and you *_swear_* you can smell burning batteries lol
@flobbie87
10 ай бұрын
And here i thought you throw Blinn, Phong and Gouraud out of the window and actually use Fresnel.
@S9universe
2 жыл бұрын
cool
@joyceng9268
Жыл бұрын
1:30 is Mitkk
@TheManWhoSoldHisSoul
Жыл бұрын
Is that a thing? Maybe this is not the correct name
@Earthium
Жыл бұрын
So that's helpful. So there isn't anything really different it's just one super material combining the data from many separate textures into one.
@No_Plastic
Жыл бұрын
Diffuse and albedo are totally different maps
@comalab2387
4 ай бұрын
can you explain why its called PHYSICALLY based rendering? that seems to be a grammatical error. Physics-based would make more sense i guess.
@haniyedelshakib2765
Жыл бұрын
The best high-quality Masonry Wall PBR Material : kzitem.info/news/bejne/jqaoy4iDgouinHY Procedural Wire Chain Link Fence in Blender 3.3 (Beginner Tutorial) : kzitem.info/news/bejne/wI53z4hjj4yWe2U
@mr.j7899
Жыл бұрын
pinoy?
@syntaxed2
Жыл бұрын
This video is erroneous - The graphics APIs dont enforce any particular way of reading a texture - They infact dont have any notion or hardcoded concept of a "normal map". It doesnt exist to the API. To the API a texture is just data - and you decide how GL/DX/VK reads & interprets this data, e.g GL_FLOAT. And what you call "normal map" is a user calculation done on this data in a fragment shader to manipulate fragments and give the illusion of extra detail. But the API itself has no idea what a normal map is, or what calculation you are using or how you want to use the texture data.
@user-zz2db6yg6l
2 ай бұрын
ai voice?
@Alex-ve4hn
Жыл бұрын
tf is up what that audio
@Reg1773
2 жыл бұрын
This auto-generated voice is terrible and hard to understand for a non-native speaker :(
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