Creating Realistic PBR Materials In Unreal Engine | UE4 | Quick guide

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  • เผยแพร่เมื่อ 9 ต.ค. 2024
  • Please note that, This method is not recommended for Games as it is high poly version and not Game optimized. This is more relevant to Realtime rendered Movies and Shorts.
    Creating Realistic Materials in Unreal Engine (PBR - Physical based Rendering) can be a little complex. But I have tried to explain how they work and how to get quick results.
    Time Stamp:
    00:30 - Preparation
    03:51 - Creating Materials
    05:50 - Creating Normal and Displacement Maps
    09:06 - Assigning Textures to materials
    12:12 - Adjusting Normal maps
    14:59 - Working with Displacement maps
    25:55 - First material output
    28:35 - Re-using materials

ความคิดเห็น • 80

  • @CGAURA
    @CGAURA  2 ปีที่แล้ว

    For issues, errors and discussions use the Discord server forum: discord.gg/eAbHkWD5Xb
    For project-related queries: cgauraproductions@gmail.com

  • @annarose8452
    @annarose8452 3 ปีที่แล้ว +19

    thank you SO much for explaining WHY you're adding things and altering values instead of saying 'do this or change this' it helps so much

    • @beastmodejelly8654
      @beastmodejelly8654 2 ปีที่แล้ว +1

      exactly what I mean, most people just add a node but don't explain why and what it does

  • @tomx5144
    @tomx5144 4 ปีที่แล้ว +7

    been searching for hours on how to make a more dense plane and I found you, thanks

  • @planasia3804
    @planasia3804 4 ปีที่แล้ว +7

    Thanks to this video I am finally getting where I want to be. Thanks for recording this!

  • @jaysantosvlog5707
    @jaysantosvlog5707 3 ปีที่แล้ว

    This is the best tutorial in TH-cam I'd seen. so simple, and all command is given. I can understood too the english pronounciation.

  • @vickeyeren6474
    @vickeyeren6474 4 ปีที่แล้ว +2

    clean n informative explanation , well i can say this is one of the best tutorial based on texture creation in ue4

  • @marklavania3680
    @marklavania3680 4 ปีที่แล้ว +12

    You must not change the value of specular. Default value is 0.5. No need to connect anything to specular channel. It is not longer PBR then.

  • @IstiakAhmed_UE5_VR-Dev
    @IstiakAhmed_UE5_VR-Dev 3 ปีที่แล้ว

    Need more detailed Unreal video like this.
    Awesome

  • @jaysantosvlog5707
    @jaysantosvlog5707 3 ปีที่แล้ว +3

    I recommend it for the beginners and poor learning in unreal engine.

  • @kikujiro499
    @kikujiro499 2 ปีที่แล้ว +1

    Very nice tut.

  • @digimikeh
    @digimikeh 3 ปีที่แล้ว

    Fantastic tutorial, now i got what tesselation was meaning... thanks.

  • @osiris5449
    @osiris5449 2 ปีที่แล้ว

    i cant wait to try this out.

  • @jinglebell9107
    @jinglebell9107 11 หลายเดือนก่อน

    Thank you for educating us. But seriously, does it take a lot of calculations and nodes to bump a texture??? , I have 2nd thought migrating to Unreal Engine. I hope unreal will be easier like Vray.

  • @lucilume
    @lucilume 3 ปีที่แล้ว

    Your explenations are very detailed, helpfull and good ! Thank you very much!

  • @PreciousAbi
    @PreciousAbi 4 ปีที่แล้ว +2

    Very well detailed tutorial, i just subscribed, thanks for this :)

    • @CGAURA
      @CGAURA  4 ปีที่แล้ว

      Thanks @precious Abi

  • @havoc552
    @havoc552 3 ปีที่แล้ว +2

    This is not a good way to make any of these textures, your albedo texture should be colour information only, you however, leave all of the lighting and shadows on the texture. Then using this to create displacement and normals means that the highlights from that lighting is mistaken as height information, so your displacement isn't the shape of the rocks, it's just where the light catches the rock on the base diffuse image.

  • @Emblanefilms
    @Emblanefilms 3 ปีที่แล้ว

    Fantastic video. Thank you very much!

  • @johncraft9464
    @johncraft9464 3 ปีที่แล้ว

    Thank You so much! You are amazing, great work , wonderful help. Perfection at its best teaching!

  • @rossknowles5608
    @rossknowles5608 6 หลายเดือนก่อน

    nicely done

  • @y.h.lee.5288
    @y.h.lee.5288 2 ปีที่แล้ว

    Thank you for this video.

    • @CGAURA
      @CGAURA  2 ปีที่แล้ว

      Glad it was helpful!

  • @666nevermore
    @666nevermore 3 ปีที่แล้ว +1

    My man to add strength on your normal map
    You need to take R-G channel, append together, then multiply that append for your strength, then append the result to your B channel. This way your blue channel is not influenced by the multiplication, you want your blue channel to be pure if you need to strengthen the normal.

    • @666nevermore
      @666nevermore 3 ปีที่แล้ว

      I mean now with 20 as multiply value you have your blue output of the normal that is 20, so you don’t actually see that much strength in your normal. If your blue map for instance kept 1, you would notice the strength

  • @johncraft9464
    @johncraft9464 3 ปีที่แล้ว

    QUESTION I GOT MY TEXTURE BUILT BUT IN GAME IN HAS MOVEMENT WHEN LOOK AT IT AND MOVE AROUND? IT WIGGLES I GEUSS WOULD BE THE BEST WAY TO DESCRIBE IT, ANY CLUES FOR ME?

  • @Akarsh1215
    @Akarsh1215 4 ปีที่แล้ว

    Thank you so much for the video man. Very well executed.

  • @sakeebfaruque6828
    @sakeebfaruque6828 3 ปีที่แล้ว

    GOOD TUTORIAL

  • @yarosyari3516
    @yarosyari3516 3 ปีที่แล้ว

    Marketplace told my texture look noticeably distorted and smudged. They will need to be sharper and less distorted. Can I improve that sharpness like that or they mean I need to go back my substance?

  • @avirtualdesigner6396
    @avirtualdesigner6396 3 ปีที่แล้ว

    Question: how do you manage this topic if you want to have a big wall with bricks, avoiding the repetition of the same texture ?

  • @RodrigoIsaas
    @RodrigoIsaas 3 ปีที่แล้ว

    Hello, very good video!! Do you know how to use the Ambient Occlussion map and also adjust its intensity?

  • @neilorourke71
    @neilorourke71 3 ปีที่แล้ว +1

    Complete noob here. Would this only be used for rendered scenes? wouldn't this many polygons is a game (assuming ground like this would be across a whole map) kill your fps?

    • @Phoenix-gz9xb
      @Phoenix-gz9xb 3 ปีที่แล้ว +1

      Yep. And multiple materials increase draw calls. Maybe for arch viz this be okay, but for a game this is a no go.

    • @havoc552
      @havoc552 3 ปีที่แล้ว +2

      Whole tutorial is a no go. This is terrible PBR practise.

    • @hunterfilms8115
      @hunterfilms8115 3 ปีที่แล้ว

      @@havoc552 Hey Adam, do you have any good resources, preferably video based, on creating PBR's?

  • @teo-medesi
    @teo-medesi 3 ปีที่แล้ว

    You are a godsend! Thank you so much for sharing this!

  • @mahamedtarek6265
    @mahamedtarek6265 3 ปีที่แล้ว

    more materials please the video is so good thak youuuu

  • @markusbronst7942
    @markusbronst7942 4 ปีที่แล้ว

    Great short tutorial 😁👍 I’ll try the same setup. Though I’ve to find a tutorial how I can add to my house models more surfaces in Blender 2.8x.

  • @excellentmood334
    @excellentmood334 3 ปีที่แล้ว

    Thank You

  • @ZygimantasJurevicius
    @ZygimantasJurevicius 4 ปีที่แล้ว

    Really informational tutorial, good job! Subscribed for more!

  • @aryamik9722
    @aryamik9722 4 ปีที่แล้ว +1

    are u from bangalore?
    great tuorial btw

  • @daysonregulus3097
    @daysonregulus3097 4 ปีที่แล้ว

    Thank you so much, bro. But this video could have been short. Thanks again :D

    • @johncraft9464
      @johncraft9464 3 ปีที่แล้ว

      any shorter would confuse us dumb founded people , so it was perfection

  • @littlemoomin8899
    @littlemoomin8899 4 ปีที่แล้ว

    Nice! Can you make a tutorial about making good quality normal maps in PS ?

  • @hugom.delgadom.9146
    @hugom.delgadom.9146 4 ปีที่แล้ว

    Thanks for sharing!

  • @АкимПанов-д1ж
    @АкимПанов-д1ж 4 ปีที่แล้ว

    Thank you so much.AMAZING🙂🙂🙂

  • @SanOcelotl
    @SanOcelotl 3 ปีที่แล้ว

    should all my model have a lot of pollygons in all meshes?

    • @CGAURA
      @CGAURA  3 ปีที่แล้ว

      Well, If you need the real depth, Then you might have to add a lot of polygons. But that would affect your game optimization. So, if it is for Games, Just bake the maps and use it on Plane. If it is more Movies, then you can add polygons, as per your wish.

  • @霍海涛-i6u
    @霍海涛-i6u 4 ปีที่แล้ว

    awesome

  • @rakshitshetty6814
    @rakshitshetty6814 4 ปีที่แล้ว +1

    Bro I am a new user in unreal. And I want to learn this software so can u pls help me to learn basic commands and things.

  • @georges8408
    @georges8408 4 ปีที่แล้ว

    nice tutorial...thank you.

  • @霍海涛-i6u
    @霍海涛-i6u 4 ปีที่แล้ว

    what's the music at the video's begin and end?

  • @VelvetHormony
    @VelvetHormony 3 ปีที่แล้ว

    thanks

  • @troiwipprecht9261
    @troiwipprecht9261 3 ปีที่แล้ว

    i dont know how i can do the mesh thing in blender

  • @behzadkhojasteh
    @behzadkhojasteh 4 ปีที่แล้ว

    thanks a lot.

  • @khaledlabib2765
    @khaledlabib2765 4 ปีที่แล้ว

    you are awesome

  • @CalmBurger
    @CalmBurger 3 ปีที่แล้ว +1

    Why call it "Realistic PBR" and change spec value? *insert confused Jackie Chan meme here*
    Also, why would you use a value less than 1 on your tessellation multiplier? if you multiply something less than 1 (more than zero, like 0.3 or 0.4), you are actually reducing the effect. It makes no sense in this case, are you trying to reduce the polycount of your insanely hi-poly floor? :D

    • @havoc552
      @havoc552 3 ปีที่แล้ว +1

      This tutorial is pretty terrible tbh, I can see newbs thinking this is good, but all the baked in lighting on that albedo just screws with all the other maps derived from it. The displacement map is just highlighting the lighting on the albedo for example. All that lighting needed removing as stage one, followed by making the texture tilable..

  • @fodase6370
    @fodase6370 4 ปีที่แล้ว

    how to stop with the no clipping? (my pawn goes through the ground)

  • @SuperCinema4d
    @SuperCinema4d 4 ปีที่แล้ว

    How displacement quixel mat setup for ue4?

    • @chickeninabox
      @chickeninabox 4 ปีที่แล้ว

      Get The Plugin at "quixel.com/plugins".

  • @cian3dstuff
    @cian3dstuff 4 ปีที่แล้ว +5

    4:25 bass noise

  • @BOHICAGaming
    @BOHICAGaming 4 ปีที่แล้ว

    issue im having is the object separates any help?

    • @visceralerror
      @visceralerror 4 ปีที่แล้ว

      hey , i have the same problem u finded some help??

    • @BOHICAGaming
      @BOHICAGaming 4 ปีที่แล้ว

      visceralError no I did not

  • @TranslatoreAI
    @TranslatoreAI 4 ปีที่แล้ว

    what is name this picture because i want it

  • @ZorgyTV
    @ZorgyTV 4 ปีที่แล้ว +1

    I think, that very expensive for fps (not optimized for gaming)

    • @CGAURA
      @CGAURA  4 ปีที่แล้ว +1

      Yes this one might not be optimized for Games but, it could be useful for Film and Animation.

  • @Phoenix-gz9xb
    @Phoenix-gz9xb 3 ปีที่แล้ว +1

    Frame tanker

  • @vickeyeren6474
    @vickeyeren6474 4 ปีที่แล้ว +1

    6:15

  • @linezgames3893
    @linezgames3893 3 ปีที่แล้ว

    "Still don't see much Difference"

  • @howtodie3256
    @howtodie3256 4 ปีที่แล้ว

    haha half life 2 but rtx is on goes BRRRR

  • @chickeninabox
    @chickeninabox 4 ปีที่แล้ว

    Tile it.

  • @rayt7338
    @rayt7338 3 ปีที่แล้ว

    omg, the accent..... my god......

  • @KommissarManul
    @KommissarManul 3 ปีที่แล้ว

    Awesome tutorial, thank You SO much!

  • @emmanuelcotes1806
    @emmanuelcotes1806 3 ปีที่แล้ว

    How do you do this for Quixel's materials that aready have this?

  • @karthikeyansundarraj4085
    @karthikeyansundarraj4085 4 ปีที่แล้ว

    Can we invert/Flip Normal map?

    • @CGAURA
      @CGAURA  4 ปีที่แล้ว

      Yes of course, you can