PBR Explained in 3 Minutes - Physically Based Rendering

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  • เผยแพร่เมื่อ 26 ส.ค. 2024

ความคิดเห็น • 61

  • @MrChayza
    @MrChayza 2 ปีที่แล้ว +56

    I have learnt so much thing in less than 3 minutes than in the last year, thank you very much!

    • @Batuhan96glaive
      @Batuhan96glaive ปีที่แล้ว +5

      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
      @EmiliaHoarfrost ปีที่แล้ว +2

      @@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
    @thfpjct3706 ปีที่แล้ว +4

    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
    @theDesignClass 3 ปีที่แล้ว +14

    Excellent video. Well constructed and paced. Thank you!

  • @LoreEG1999
    @LoreEG1999 10 หลายเดือนก่อน +1

    Thank you! Now I'm regreting not paying attention on my texturing class but you just saved me!

  • @Biggarou
    @Biggarou หลายเดือนก่อน

    it esplaned it a bit better, thank you good sir

  • @sravyas9753
    @sravyas9753 ปีที่แล้ว +8

    This is what I was looking for! Perfect explanation.

  • @vast634
    @vast634 ปีที่แล้ว +4

    When you have sub pixel details, the metal map can also have a blend between metal and dielectric (eg grey).

  • @chijiokeuche4363
    @chijiokeuche4363 3 ปีที่แล้ว +9

    Very short
    Very brief
    VERY INFORMATIVE
    Thanks

  • @AidanJoyce
    @AidanJoyce 2 ปีที่แล้ว +2

    PERFECT. Thank You.
    No 1. Simplified explanation given so far and also very well demonstrated visually.
    THANK YOU VERY MUCH.
    Liked and Subbd.

  • @krakenader
    @krakenader 2 ปีที่แล้ว +1

    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

  • @Gametime05577
    @Gametime05577 9 หลายเดือนก่อน +1

    thanks

  • @szkrukowski
    @szkrukowski 4 หลายเดือนก่อน

    Thank you. Good content

  • @penofvenomstudios1799
    @penofvenomstudios1799 7 หลายเดือนก่อน

    That was a great INFO-torial on PBR!

  • @Whatmovietitle
    @Whatmovietitle ปีที่แล้ว +2

    Perfectly explained, thanks a bunch!

  • @ayushrawat3431
    @ayushrawat3431 2 ปีที่แล้ว +1

    Very informative and efficient

  • @chadwilliams4373
    @chadwilliams4373 6 หลายเดือนก่อน

    Very helpful, thanks

  • @svaira
    @svaira 4 หลายเดือนก่อน

    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?

  • @chrisrams3D
    @chrisrams3D 10 หลายเดือนก่อน

    Excellent video, thank you!!!

  • @marcelodeniz3932
    @marcelodeniz3932 9 หลายเดือนก่อน

    excellent! thank you

  • @danoreilly5020
    @danoreilly5020 ปีที่แล้ว

    Very helpful video thank you!

  • @TheBillStout
    @TheBillStout 10 หลายเดือนก่อน

    this is is about types of maps. PBR is about Gamma correction.

  • @judofernando8298
    @judofernando8298 ปีที่แล้ว

    question please, everytime im making texture in substance painter. it always pixelated when up close. any how to fix it ? thank you

  • @EHManjo
    @EHManjo ปีที่แล้ว

    Awesome, super helpful!!

  • @dacegao1217
    @dacegao1217 2 ปีที่แล้ว

    Great explanation!

  • @VictorPrivalov
    @VictorPrivalov ปีที่แล้ว

    Good one!

  • @icecake1463
    @icecake1463 ปีที่แล้ว

    So In a nutshell PBR is how lighting interacts with 3D objects, the Pbr Material used will Determine it?

  • @mat5844
    @mat5844 9 หลายเดือนก่อน

    im struggling to understand you with the background music :( a part from that, amazing video :)

  • @mattkaz9604
    @mattkaz9604 2 ปีที่แล้ว

    Very good, thank you.

  • @hanako6089
    @hanako6089 2 ปีที่แล้ว +1

    It would be great if you added subtitles to your videos for people with language difficulties :)

    • @SuperShadow
      @SuperShadow ปีที่แล้ว

      @@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

  • @aadityautkarsh6115
    @aadityautkarsh6115 2 ปีที่แล้ว

    nice explanation

  • @footballhub596
    @footballhub596 2 ปีที่แล้ว

    Appreciated😊🙏❤

  • @pbskpcgames7996
    @pbskpcgames7996 2 ปีที่แล้ว

    thanks bro

  • @mathajar9563
    @mathajar9563 2 ปีที่แล้ว

    perpect high quality video thanks!

  • @EGeorgev
    @EGeorgev หลายเดือนก่อน

    Only texture map I'm struggling to wrap my head around is the AO. Like what the hell is ambient lighting?

    • @roylavecchia1436
      @roylavecchia1436 หลายเดือนก่อน

      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.

  • @moisture8989
    @moisture8989 3 ปีที่แล้ว

    great video. I found good channel

  • @flobbie87
    @flobbie87 2 ปีที่แล้ว +1

    But what is PBR?

  • @georginikoloff9280
    @georginikoloff9280 2 ปีที่แล้ว

    what a great video!

    • @flobbie87
      @flobbie87 11 หลายเดือนก่อน

      What a useful comment!

  • @mattkaiser8984
    @mattkaiser8984 ปีที่แล้ว

    This might be a dumb question, but is it superfluous to apply a toon shader to a pbr texture?

    • @willieoverman7863
      @willieoverman7863 ปีที่แล้ว +1

      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.

  • @SuperShadow
    @SuperShadow ปีที่แล้ว

    I hope you've upgraded your mic since recording this o.O

  • @mashrien
    @mashrien 8 หลายเดือนก่อน

    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

  • @S9universe
    @S9universe 2 ปีที่แล้ว

    cool

  • @joyceng9268
    @joyceng9268 ปีที่แล้ว

    1:30 is Mitkk

  • @flobbie87
    @flobbie87 11 หลายเดือนก่อน

    And here i thought you throw Blinn, Phong and Gouraud out of the window and actually use Fresnel.

  • @Earthium
    @Earthium ปีที่แล้ว

    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.

  • @haniyedelshakib2765
    @haniyedelshakib2765 ปีที่แล้ว

    The best high-quality Masonry Wall PBR Material : th-cam.com/video/-preTMIYqiA/w-d-xo.html
    Procedural Wire Chain Link Fence in Blender 3.3 (Beginner Tutorial) : th-cam.com/video/_XAiT-VZeH0/w-d-xo.html

  • @comalab2387
    @comalab2387 5 หลายเดือนก่อน

    can you explain why its called PHYSICALLY based rendering? that seems to be a grammatical error. Physics-based would make more sense i guess.

  • @No_Plastic
    @No_Plastic ปีที่แล้ว

    Diffuse and albedo are totally different maps

  • @mr.j7899
    @mr.j7899 ปีที่แล้ว

    pinoy?

  • @syntaxed2
    @syntaxed2 ปีที่แล้ว +2

    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
    @user-zz2db6yg6l 2 หลายเดือนก่อน

    ai voice?

  • @Alex-ve4hn
    @Alex-ve4hn ปีที่แล้ว +1

    tf is up what that audio

  • @Reg1773
    @Reg1773 2 ปีที่แล้ว +2

    This auto-generated voice is terrible and hard to understand for a non-native speaker :(

  • @mahmoudzaefi2958
    @mahmoudzaefi2958 ปีที่แล้ว

    thanks