Lol when you showed the IRL footage in the beginning, then switched to the demos, I still thought they were real life footage.. 😂 Good to see someone doing justice for Unity's photorealism. Proves the opposite of what most people think of Unity's graphics! Keep it up man.
As always, the explanations are awesome. I have already a background in rendering and design and Brackeys explains very well the concepts behind materials (difusse, metallicness, fresnell, etc). Thank you very much!
you always explain coding so well - but really this kind of explination on how things actually work at the base level - not to mention such a fantastic comparison to how it all works in real life as a reference ... man, i was so sad when you stoped doing coding videos. Thank you for this.
Brackeys, I love these theory videos. Being able to play around with the settings is one thing but understanding the fundamentals of what's going on is way better. Keep up the amazing work.
5:00 *The roughness of a material is often referred to as Gloss, or in the case of Unity, Smoothness.* So Roughness is Smoothness, Red is blue, Dark is light, The world's gone crazy, Am I right? Jk, you're videos are amazing! I love the way you use humor and good information to explain things to us.
For add for some people who wasn't sure what was a height map, In 3D term the height map is also call a displacement map in most 3D modelling software which why it's more memory intensive is because it's takes the current model vertices and move them along the displacement map. Although the less vertices you have the less the result will be accurrate :)
in this case the height map is used for parallax mapping, not displacement or tesselation. you can tell this from the fact that the profile of the geometric object stays consistent when height maps are being used.
Hi Brackeys. Do you have some recommendation on the size of the textures? I've read that having large images on big faces aren't as optimal as subdividing the face into smaller segments and have tiled texture. But where is that optimal level and what resolution should my textures have?
Uristenzor - Nagyerdei Korisok Bigger resolutions look better but take more size on Ram and Hd. You should test them and do changes when needed. You can also change the UV maps, to make some parts take a smaller amount of texture and others take bigger
Lmao dude... your editing is hilarious, you've really improved over time. I first watched one of your videos in 2013, the 2D Platformer one, and now I came back to check you out :)
Bit more info here too. unity3d.com/book-of-the-dead Guessing it's rendered real time since they mention being able to walk around the environments on that page.
I kinda know what you would answer, but which Engine is better? UE4 or Unity? Based on these: - how simple it is (Ui etc) - most assets (FREE) (real or low poly) - best customization (like in Unity the start screen only can be changed with Pro) - best terrain generation (also procedural) - best AI/KI player - best export (most important: export to Linux, cause I use and love it) - best support for OS (Editor) (which one works better on Linux? Unreal you would have to compile yourself, Unity has a Linux Client) - best tutorials and help (I would say Unity, but only cause I'm newer to UE4 than to Unity) - most realistic (UE4, but Unity isn't bad too. Just a bit harder to make it look real, UE4 is built for this, right? - multiplayer support - Multi Edit (so you can build the game with your friends or colleagues) Thanks for everyone who helps me with my decision :D
The Brown Cat yea, C# and c++ a bit, but I want to learn them anyway... Need more programming languages xD I know, you wanna say UE4 cause visual scripting, but I kinda get confused with this. So I may prefer coding
question, . - if i have a photo realisitc object in blender. - will i be able to import it to unity like it is? so it will still look photo realisitic in unity ???
Hey Brakeys, thanks for this upload. What is going on with the bottle shown at 6:20? it looks as if multiple materials are applied, and you are adjusting only one, the bottom part. how would I duplicate this effect?
Thats where youre wrong, kiddo. No material in real life reflects 0 or 100% of light. If it did, metallic maps would be either completely blank or dark. That said, if you think a value of 1 looks better, go with it
LumenLumen yeah you are correct. also the term metallic is a bit misleading, as it is more like material`s abilith to *conduct* light. also many dielectrics (insulators) have conductive properties, such as water or gem stones. the difference between conductor and dielectric is that the reflected light`s spectrum varies only little on dielectrics, but conductors can change it a lot (gold and copper)
Awesome content! #420 Not trying to troll, but the information about non-metals reflection at 3:52 is incorrect. It'a greater than 0 and not zero itself (unless referencing something like a black-hole).
One thing: I think your drawing of Diffuse lighting is really what Subsurface Scattaring is. Diffuse is simply randomized reflection off of a rough surface. You graphic showed light rays going under the surface and bouncing outwards again - that is Subsurface Scattering, not Diffuse.
I wish there’s script that makes the texture smoother and semi realistic every time you get close to it not like the lod or anything just something new
Me: 13 yr old kid Me:Motivated to make games as I love to make games Me: What to do I dont know all the concepts and teachers in school make it more complicated. Brackeys: making complicated things simple for me like a piece of cake Me: Thanks brackeys, You are the best game developing(programming) teacher.
@@sjdevs6914 Honestly, nobody is ever an expert in any programming language, they all change constantly, adding new things to learn. But assuming he's using Unity, that language would be C#
It would absorb all light, and you would see it as very, very black. A material actually exists that absorbs 99,98% of all light. It's called vantablack. Here's a short presentation of it: th-cam.com/video/DI7tLclZyrE/w-d-xo.html
but i don't actually see the material itself. I only think i "see" it but actually I only can imagine its there because the background is lighter and I see the silhouette of the object. If this confused you - nvm maybe iam just stupid.
How can it ever be stupid to wonder about the world around you? :) I think it's actually how you get smarter. You are right in the sense that all you see is the reflected light, or in the case of vantablack, without the light, you don't see anything. Your brain still tries to make sense of it, though, and interprets it as black. Imagining that an object is there because you see a certain pattern of color and intensity in the light is actually a result of of how your eyes and brain interpret the light. This kind of interpretation is often called 'visual perception'. The object is still there whether it reflects light or not, though :-)
exactly what i m looking for ....can u make a video about how to us new (PBR shader graph,Sub shader,unlit shader)graphs....... thank you. really help me learning.
Hi Brackeys, in future will you make video about create normal maps for pixel sprite animation like in game "The Last Night"? Receiving lighting and drop shadow from and on character?)
Great video! been a suscriber for a little and was wondering. Do you have any videos that discuss Unity's API? maybe commonly used components or anything? i think thatd be some good video material, dont know about everyone else haha, thanks for the vids, they are a huge help
While I like the video, I have to disagree a bit on your definition! It's a pet peeve of mine. In classical rendering, it's easy to make mistakes that break energy conservation, or ignore Fresnel, etc. It is, of course, a cheat - but so is PBR. PBR does solve all of the problems you mentioned, and it is a great improvement, but the classical rendering models (diffuse / specular maps etc) are also based on observed or measured properties of light, reflection, etc. I think the important difference is that the classical shading models try to define and approximate individual properties of light and reflection (e.g. ambient, diffuse and specular) separately before they're combined, while the various PBR models approximate properties of the material and use those to calculate all the included forms of light and reflection in one go.
1:33 :'( When I try to make a forest even after spending tons of $$$$ it looks like crap but I see this stuff and i'm like *HOW!!!* All I want is a beautiful world that doesn't look like a kid made it but no matter how hard I try it ends up sucking!
My question is, why does Ubisoft using substance painter ? I'm not a unity user actually I use Houdini /Cinema4D with Octane /Cycle 4D and Arnold.. but there was one sentence what pointed out that materials stay constant no meter on lights..
Does this material can be applied to any model? I have many problems with that , actually I have to create a texture for each models, but I need something more simple, maybe the new upcoming PBR?
hello how can we put a welcome sound suddenly after opening the app for example if i open my game suddenly a voice should appear saying welcome or anything else i have already created that voice software now don't know how to attach them together do as u like but please i beg u do it.......................
I googled PBR all day and at the end of the day... Brackeys uploaded a PBR video :)
Such a nice way to round out your day of research.
that's good
Lol when you showed the IRL footage in the beginning, then switched to the demos, I still thought they were real life footage.. 😂
Good to see someone doing justice for Unity's photorealism. Proves the opposite of what most people think of Unity's graphics! Keep it up man.
Sykoo sykoo!
Sykoo but is making things like that pretty lagless and actually worth the work?
hey daddy
Oh definitely! I mean, if you work on your game's optimization, I believe you can achieve really good visuals.
Sykoo ty for your response :)
As always, the explanations are awesome. I have already a background in rendering and design and Brackeys explains very well the concepts behind materials (difusse, metallicness, fresnell, etc).
Thank you very much!
you always explain coding so well - but really this kind of explination on how things actually work at the base level - not to mention such a fantastic comparison to how it all works in real life as a reference ... man, i was so sad when you stoped doing coding videos. Thank you for this.
Me too did you join his discord server
Brackeys, I love these theory videos. Being able to play around with the settings is one thing but understanding the fundamentals of what's going on is way better. Keep up the amazing work.
Thats the only youtube channel where i dont skip ads and sponsors
Glad to see Lebanese people like me in this community.
@@HyperDev00 There are a loot more theyre just hiding or being shy
@@aegoni6176 😂😂😂
@@HyperDev00 hello there Lebanese man here
This was the yt channel i was searching from 1 year. Finally I got it !
One of your best videos if not your best videos!
5:00
*The roughness of a material is often referred to as Gloss, or in the case of Unity, Smoothness.*
So Roughness is Smoothness,
Red is blue,
Dark is light,
The world's gone crazy,
Am I right?
Jk, you're videos are amazing! I love the way you use humor and good information to explain things to us.
Daang, your videos always make me feel smarter than I actually am
Who got "Coding your own game is easier than you think"?
Easier than a few years ago, but still not easy.
Yeah, while I do buy courses off of Udemy that guy is starting to piss me off.
Me, I even bought the course since it went for 20 bucks.
I got Grammarly lol.
"Y'KNOW, yUoO shHould taAke ThissS OnlLine UnItY coOurse."
We miss you brackeys 😢
For add for some people who wasn't sure what was a height map, In 3D term the height map is also call a displacement map in most 3D modelling software which why it's more memory intensive is because it's takes the current model vertices and move them along the displacement map. Although the less vertices you have the less the result will be accurrate :)
Nio Kasgami English
in this case the height map is used for parallax mapping, not displacement or tesselation. you can tell this from the fact that the profile of the geometric object stays consistent when height maps are being used.
Props on pronouncing Fresnel correctly!
Hi Brackeys. Do you have some recommendation on the size of the textures? I've read that having large images on big faces aren't as optimal as subdividing the face into smaller segments and have tiled texture. But where is that optimal level and what resolution should my textures have?
Uristenzor - Nagyerdei Korisok Bigger resolutions look better but take more size on Ram and Hd. You should test them and do changes when needed. You can also change the UV maps, to make some parts take a smaller amount of texture and others take bigger
If it’s a high quality asset or huge a 2k texture. 1k or lower should get most jobs done though.
Uristenzor - Nagyerdei Korisok could just bake the high poly onto the low poly to fake it. If you don't know how look up the TH-camr Blender Guru
Uristenzor - Nagyerdei Korisok I usually go for 1024 but if I need a big texture to cover a big area then I do 2048 but I never go higher than that.
Thanks guys for reply and this article is really interesting
Lmao dude... your editing is hilarious, you've really improved over time. I first watched one of your videos in 2013, the 2D Platformer one, and now I came back to check you out :)
Expertly produced video! Good stuff dude.
What are the cliff and forest visuals at 0:50 and 1:30 from, and are they rendered in real time?
Bit more info here too. unity3d.com/book-of-the-dead
Guessing it's rendered real time since they mention being able to walk around the environments on that page.
Whoa this is pretty cool I didn't know how much went into creating realistic textures and environments for video games
I kinda know what you would answer, but which Engine is better? UE4 or Unity? Based on these:
- how simple it is (Ui etc)
- most assets (FREE) (real or low poly)
- best customization (like in Unity the start screen only can be changed with Pro)
- best terrain generation (also procedural)
- best AI/KI player
- best export (most important: export to Linux, cause I use and love it)
- best support for OS (Editor) (which one works better on Linux? Unreal you would have to compile yourself, Unity has a Linux Client)
- best tutorials and help (I would say Unity, but only cause I'm newer to UE4 than to Unity)
- most realistic (UE4, but Unity isn't bad too. Just a bit harder to make it look real, UE4 is built for this, right?
- multiplayer support
- Multi Edit (so you can build the game with your friends or colleagues)
Thanks for everyone who helps me with my decision :D
Both are great engines. What type of games do you want to make?
The Brown Cat most I think I'll do FPS or Story games. Lowpoly or realistic, but if real then as real as possible (with free assets)
Fabian well both have great free assets. Do you know how to code?
The Brown Cat yea, C# and c++ a bit, but I want to learn them anyway... Need more programming languages xD
I know, you wanna say UE4 cause visual scripting, but I kinda get confused with this. So I may prefer coding
Fabian you should try both engines (if you haven’t) and see what works best for you :)
Who the hell thumbs this amazingly insightful information down? I WILL NEVER UNDERSTAND THIS!
This tutorial is the best I have ever seen.
The freaking PBR/Adam part killed me, bravo.
#best
question, . - if i have a photo realisitc object in blender. - will i be able to import it to unity like it is? so it will still look photo realisitic in unity ???
amazing! hope your rest from teaching so many stuff is good
I learnt more about light in this video than I did in physics at school
Brackeys
will forever be my favorite youtuber yes even more so than pewdiepie!
1:46 I love this visual it always cracks me up
Hey Brackeys, bump maps are less taxing than normal maps not the other way around :D
I almost got a heart attack when you played that nasty windows error sound. I had a serious flashback right there.
Fantastic breakdown!
Hey Brakeys, thanks for this upload. What is going on with the bottle shown at 6:20? it looks as if multiple materials are applied, and you are adjusting only one, the bottom part. how would I duplicate this effect?
I love the humour in your editing :P
humor*
It's a different dialect of English. It's "humor" in American English and it's "humour" in British English
LoganDark both are correct.
@@lescitrons It's humour in the entire world, except for America.
@@virtualrealityfun8869 what about color and colour?
you explain this better than our Physics professor
Thank you for sharing this video! I learn about PBR from you first time! :)
Thank you for the very nice video. My only comment is that the effect you describe at 2:32 is called 'Subsurface Scattering' ;) Keep up the good work!
Awesome tutorial!
For the metalic slider, to do it PBR correct it should be either 0 or 1, nothing in between.
There are some Dielectric materials that actually require the usage of values in-between 0 and 1 actually.
Thats where youre wrong, kiddo. No material in real life reflects 0 or 100% of light. If it did, metallic maps would be either completely blank or dark. That said, if you think a value of 1 looks better, go with it
How about metallic resins?
LumenLumen yeah you are correct. also the term metallic is a bit misleading, as it is more like material`s abilith to *conduct* light. also many dielectrics (insulators) have conductive properties, such as water or gem stones. the difference between conductor and dielectric is that the reflected light`s spectrum varies only little on dielectrics, but conductors can change it a lot (gold and copper)
Awesome content!
#420
Not trying to troll, but the information about non-metals reflection at 3:52 is incorrect. It'a greater than 0 and not zero itself (unless referencing something like a black-hole).
as always the best tutorial out there!
Can you do a Unity tutorial on TCG or CCG games? I think that would be a great one.
Jason Letito has been supporting you for a long time. I always see mentions of him on your videos
One thing: I think your drawing of Diffuse lighting is really what Subsurface Scattaring is. Diffuse is simply randomized reflection off of a rough surface. You graphic showed light rays going under the surface and bouncing outwards again - that is Subsurface Scattering, not Diffuse.
came to the comments to say the same thing. diffuse reflection still a surface reflection, just not specular.
It's quick but very informative video, Thank you!
such a awesome vid again
For more expletation, look up BlenderGuru. He's got some amazing videos on PBR.
I can second blender guru. All round great channel.
I'll third that. That guy is the best!
I’ll fourth that. He taught me how to make a donut
ill fifth that. im going now to his channel to soo who is that
where did unity3d's standerd tesselation go ?
Unity GDC demo - Adam - Part I
th-cam.com/video/44M7JsKqwow/w-d-xo.html
th-cam.com/video/DDsRfbfnC_A/w-d-xo.html
Great. Nice tutorial. Enlightening and well explained! 👍🤓🧡
Man your videos are great - thank you so much :)
Brackeys, very useful video! Thank you very much for this!!!!.....and I really mean it!!!
Stellar summary!
Haha if you look in the background of the Skill Share ad, the guy talking gets down low to stay on the screen and it looks like he says "hey!"
Could you make a tutorial on how to create nature like the one from the book of the dead, that unity published.
This is a VERY GOOD tutorial, explanation. I love this video so much. Thank you VERY VERY MUCH.
People, the incredible environments at the start were photorealistic megascans, don't even try to make something like that by hand.
03:12 that sound cracks me up every time! 😂 😂 😂
Is there anywhere I can find a tutorial for 9:15? It’s perfect for something I wanna make!
I wish there’s script that makes the texture smoother and semi realistic every time you get close to it not like the lod or anything just something new
6:49, Did you just use a ship from Dark Orbit????
4:23 Paris 13eme the exact place where I grew up! Cheers! :)
when you said this is often referred to... I got an ad for fishbrain. "this is often referred to as fishbrain" lol
Yay brackeys uploaded
hey Brackeys! where can i get those texture with units, angles, grid and so on (0:09)? it seems pretty useful
Now all we need is a PBR for Eddie ;) ...make that 7
Me: 13 yr old kid
Me:Motivated to make games as I love to make games
Me: What to do I dont know all the concepts and teachers in school make it more complicated.
Brackeys: making complicated things simple for me like a piece of cake
Me: Thanks brackeys, You are the best game developing(programming) teacher.
Which language are you expert in?
@@sjdevs6914 Honestly, nobody is ever an expert in any programming language, they all change constantly, adding new things to learn. But assuming he's using Unity, that language would be C#
you dont need to put me: before every sentence
Superb vid, thanks! Quite a lot of echo hitting the mic on this recording, not at all times though, not noticed it before.
3:50 non-metal objects reflect 0%-20% light. wouldn't 0% mean that the object is invisible?
It would absorb all light, and you would see it as very, very black.
A material actually exists that absorbs 99,98% of all light. It's called vantablack.
Here's a short presentation of it: th-cam.com/video/DI7tLclZyrE/w-d-xo.html
but i don't actually see the material itself. I only think i "see" it but actually I only can imagine its there because the background is lighter and I see the silhouette of the object. If this confused you - nvm maybe iam just stupid.
How can it ever be stupid to wonder about the world around you? :) I think it's actually how you get smarter.
You are right in the sense that all you see is the reflected light, or in the case of vantablack, without the light, you don't see anything. Your brain still tries to make sense of it, though, and interprets it as black.
Imagining that an object is there because you see a certain pattern of color and intensity in the light is actually a result of of how your eyes and brain interpret the light. This kind of interpretation is often called 'visual perception'.
The object is still there whether it reflects light or not, though :-)
Lol. The thumbnail made me think this was a video questioning what Pabst Blue Ribbon is.
was there any mention of how critical it is to have an up to date reflection probe affecting the object?
Excellent. Pro level video.
exactly what i m looking for ....can u make a video about how to us new (PBR shader graph,Sub shader,unlit shader)graphs....... thank you. really help me learning.
Thanks! More of 'this kind' please :)
This is like a Chapter in my Physics class itself.
Hi Brackeys, in future will you make video about create normal maps for pixel sprite animation like in game "The Last Night"? Receiving lighting and drop shadow from and on character?)
You should do a tutorial going over how to do the new Unit Tests in Unity
1:35 wow,
1. where to find this beauty
2. how to make it yourself
Amazing video :D Thanks a lot 4 it
How about a tutorial or live stream on resource management and RTS style games? Would be really cool to see
What's the robot game shown in the video?
anyone still looking for this ? its adam episode 1 cmiiw
Great video! been a suscriber for a little and was wondering. Do you have any videos that discuss Unity's API? maybe commonly used components or anything? i think thatd be some good video material, dont know about everyone else haha, thanks for the vids, they are a huge help
This video tought me physics
Can you make a video about writting a PBR Shader ?
So good video!
While I like the video, I have to disagree a bit on your definition! It's a pet peeve of mine.
In classical rendering, it's easy to make mistakes that break energy conservation, or ignore Fresnel, etc. It is, of course, a cheat - but so is PBR. PBR does solve all of the problems you mentioned, and it is a great improvement, but the classical rendering models (diffuse / specular maps etc) are also based on observed or measured properties of light, reflection, etc.
I think the important difference is that the classical shading models try to define and approximate individual properties of light and reflection (e.g. ambient, diffuse and specular) separately before they're combined, while the various PBR models approximate properties of the material and use those to calculate all the included forms of light and reflection in one go.
Hello, does anyone what the orange robot with the white face is from? It looks awesome. Thanks!
Thanks!
If you want to have a dig around in the assets you can get a bunch of packages from the project here too.
unity3d.com/pages/adam
The gods bless Iron Maiden.
Awesome video, thank you.
1:33 :'( When I try to make a forest even after spending tons of $$$$ it looks like crap but I see this stuff and i'm like *HOW!!!*
All I want is a beautiful world that doesn't look like a kid made it but no matter how hard I try it ends up sucking!
try to look for references, like pictures or go to an actual forest and take your own, and try to recreate it
only a kid uses the asset stire
store
keep trying!!
My question is, why does Ubisoft using substance painter ? I'm not a unity user actually I use Houdini /Cinema4D with Octane /Cycle 4D and Arnold.. but there was one sentence what pointed out that materials stay constant no meter on lights..
PBR is like RTX, where Nvidia now just made it easy to do lighting on already existing assets. These unity engine videoclips are pretty nice though!!
Great explanation.
PBR is so amazing
Also, is there anything more gorgeous than brushed aluminum?
That Unity Branded Room.
3:31 im disapointed that you didn't use metalica
Standart shader is not exactly compatible for mobile what am ı doing for this ?
Wow thanks for sharing. I would like to know how to do this 9:16
Does this material can be applied to any model? I have many problems with that , actually I have to create a texture for each models, but I need something more simple, maybe the new upcoming PBR?
How do i make all of these different maps?
Brackeys: "InfinityPBR"
Also Brackeys: "What is PBR?"
Another great video :)
hello how can we put a welcome sound suddenly after opening the app
for example if i open my game suddenly a voice should appear saying welcome or anything else
i have already created that voice software now don't know how to attach them together
do as u like but please i beg u do it.......................
1:35 its soooo beautiful 😭
Can I have the original video? :>