Blender 3.x: Correctly Using AO, Albedo, Normal, Metallic, Roughness Maps (2 minute tutorial)

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  • เผยแพร่เมื่อ 11 ก.ย. 2024

ความคิดเห็น • 36

  • @flashbacker8935
    @flashbacker8935 2 ปีที่แล้ว +5

    This is... the most incredible... and most WHERE HAVE U BEEN ALL MY LIFE video for me hahaha, I've been trying to get into blender for a little over a year now and the SINGLE most PAINFUL thing for me has been being unable to import assets and get their textures to function. Thank you, so so much, you brilliant, beautiful man

  • @tsunamirider02
    @tsunamirider02 ปีที่แล้ว +2

    Bro you are straight heaven-sent. Thank you so much for rapid & detailed explanation. I also peeped comments here for Normal_DirectX. You didn't skip a beat! Much luv!

  • @atularman7215
    @atularman7215 2 ปีที่แล้ว +1

    This is the video I've been searching for almost 5 hours😭😭...thanks❤️

  • @Albert_XXI
    @Albert_XXI 5 หลายเดือนก่อน

    A special thanks for the occlusion map plus diffuse map using hue node as mixer. This might be as perfect as it could get.

  • @oscarchavez8527
    @oscarchavez8527 ปีที่แล้ว +1

    Quick question: I am learning to mod weapons for Elden Ring, and to import it into the game, it requires the Albedo, Normal, and Metallic textures to be separated independently. So, I got my model, I UV UnWrapped it, applied texture paint, and did some shading. How do I break it into those 3 required files?
    Thanks for your time.

  • @ChrisBear1989
    @ChrisBear1989 9 หลายเดือนก่อน

    This helped. Thank god for TH-cam and the internet(And you obviously)

  • @henrikpatterson1521
    @henrikpatterson1521 ปีที่แล้ว

    This was all I needed. Thank you so much.

  • @kamakeh
    @kamakeh ปีที่แล้ว

    Thanks for the help

  • @pinkpuff8562
    @pinkpuff8562 2 ปีที่แล้ว +2

    Hi, I recently exported some textures from 3D Substance Painter and i have like 7 different textures.
    Base_Color
    Heigh
    Metallic
    Roughness
    Normal
    Normal_DirectX
    Mixed_AO
    And where would i put the Normal DirectX and Height textures into the nodes of a material?

    • @riveducha
      @riveducha  2 ปีที่แล้ว

      Normal_DirectX is a Y- version of the normal map. You don't need it because you already have the Normal map. Height can be used as the displacement map: blender.stackexchange.com/questions/133354/is-it-possible-to-use-height-maps-from-substance-designer-in-blender-and-how

  • @SzymonWarunek
    @SzymonWarunek 2 ปีที่แล้ว

    thank you sir.I like your american accent.I wanted to say: thank you for explaining,how to connect AO map.In the past - i was not sure,to which node - i was suppose to connect ambient occlusion map.

  • @slamotte
    @slamotte ปีที่แล้ว

    Thank you so much!

  • @santhoshmg2319
    @santhoshmg2319 ปีที่แล้ว

    Awesome👏😊

  • @pizza_mana
    @pizza_mana ปีที่แล้ว

    many thanks

  • @corvette724
    @corvette724 ปีที่แล้ว

    Fantastic, to be honest, since days i?m frickling at my airplane mopdell, Spitfire, because no reaction at roghness. I suspected it could depend on my self painted shader, png. But your vid is the revelation. thx aso much. left a like.

  • @yolokas
    @yolokas ปีที่แล้ว

    perfect tutorial. Thanks!

  • @Melisa-kj5xr
    @Melisa-kj5xr ปีที่แล้ว

    Really helpful, thanks!

  • @aprintojoss8079
    @aprintojoss8079 7 หลายเดือนก่อน

    What about edge height and displacement maps ?
    Are they different ?

  • @CaptainBrandyAndCrew
    @CaptainBrandyAndCrew 9 หลายเดือนก่อน

    Thaaanks

  • @elgincarter738
    @elgincarter738 ปีที่แล้ว

    Thank you for this.

  • @codeender5980
    @codeender5980 2 ปีที่แล้ว +1

    What do I do if I have 3 different albedo textures? they're all supposed to be used at the same time it looks like...

    • @riveducha
      @riveducha  ปีที่แล้ว

      They could possibly for different parts of the object, in which case you need to assign different materials to each part.

  • @96ubme
    @96ubme 2 ปีที่แล้ว +1

    how would apply the map if it was one map, not separated out in the different channels. So for example the map came from substance painter and the metaliic,roughness and AO was combined into a single map?

    • @riveducha
      @riveducha  2 ปีที่แล้ว

      I assume metallic, roughness, etc. are in separate channels in one image file - in that case you can add a "Separate RGB" node between the image and the shader. For example, green might be metallic, blue is roughness, and so on.

  • @swthelostarchives
    @swthelostarchives 2 ปีที่แล้ว

    My ambient occlusion maps mess up my viewport display in blender 3.2. Every other version of blender doesn't have this problem

  • @modelero4937
    @modelero4937 2 ปีที่แล้ว

    Perfect!

  • @faquir885
    @faquir885 2 ปีที่แล้ว

    hello thank you a lot off, i did not how tu use the albedo and AO, but what about displacement ???

  • @EnzoTronzo
    @EnzoTronzo ปีที่แล้ว

    my albedo doesn't do anything but change the solid color of the mesh :(( the opacity map doesn't do anything either...

    • @riveducha
      @riveducha  ปีที่แล้ว

      Albedo is precisely for changing the solid color of your object so that sounds correct.

  • @itsmekizuro
    @itsmekizuro 2 ปีที่แล้ว

    Can you make screen objective detection on call of duty mobile

  • @terraner8160
    @terraner8160 2 ปีที่แล้ว +1

    Part two of the Valorant AI please!

  • @lx_9696
    @lx_9696 2 ปีที่แล้ว

    When I have put in the "albedo", my "normal" node is already occupied for the "normal". What can I do?

    • @riveducha
      @riveducha  2 ปีที่แล้ว

      Albedo and normal should not conflict. What is your normal mode already occupied by?

    • @lx_9696
      @lx_9696 2 ปีที่แล้ว

      @@riveducha I haven't put the albedo in "Base color" that's why. I'd wanted the color to be different, so I put it in normal. Now I changed it and it works fine.

  • @Danny99G
    @Danny99G 3 หลายเดือนก่อน

    Thank you so fucking much

  • @itsmekizuro
    @itsmekizuro 2 ปีที่แล้ว

    Hello