{"id":2154,"date":"2019-03-07T15:58:33","date_gmt":"2019-03-07T14:58:33","guid":{"rendered":"http:\/\/myrdil.com\/?p=2154"},"modified":"2019-03-07T15:58:33","modified_gmt":"2019-03-07T14:58:33","slug":"pbr-textures","status":"publish","type":"post","link":"https:\/\/myrdil.com\/?p=2154","title":{"rendered":"PBR textures"},"content":{"rendered":"<p>I admit it took me some time to figure out what the hell PBR (Physically-Based Rendering) textures are.<br \/>\nWhen working in Blender, it takes quite a lot of manipulations to set up the nodes for albedo, normal, specular, ambiant occlusion, metallic and whatnot maps and it wasn&#8217;t obvious to understand that all of that is in fact completely useless since modern game engines can do all the job!<\/p>\n<p>So, how does it work?<br \/>\nLet&#8217;s say I need to build some walls. I&#8217;ll start from photographs I took in one of the many medieval castles around my home place.<br \/>\n<img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-2157\" src=\"http:\/\/192.168.1.201\/wordpress\/wp-content\/uploads\/2019-03-07_15h41_05.jpg\" alt=\"\" width=\"1181\" height=\"697\" srcset=\"https:\/\/myrdil.com\/wp-content\/uploads\/2019-03-07_15h41_05.jpg 1181w, https:\/\/myrdil.com\/wp-content\/uploads\/2019-03-07_15h41_05-300x177.jpg 300w, https:\/\/myrdil.com\/wp-content\/uploads\/2019-03-07_15h41_05-768x453.jpg 768w, https:\/\/myrdil.com\/wp-content\/uploads\/2019-03-07_15h41_05-1024x604.jpg 1024w, https:\/\/myrdil.com\/wp-content\/uploads\/2019-03-07_15h41_05-500x295.jpg 500w\" sizes=\"auto, (max-width: 1181px) 100vw, 1181px\" \/><br \/>\nThen, in Photoshop, I&#8217;ll make the picture seamless, which means I can replicate any number of those images next to each other without seeing any seam between them.<\/p>\n<p>Then comes into play Materialize, a &#8211; free! &#8211; software to make PBR textures. All I have to do is supply the seamless picture and from there let the software create all the maps I need according to the &#8211; numerous &#8211; options.<br \/>\nAnd here you go!<br \/>\n<img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-2156\" src=\"http:\/\/192.168.1.201\/wordpress\/wp-content\/uploads\/2019-03-07_15h36_17.jpg\" alt=\"\" width=\"906\" height=\"819\" srcset=\"https:\/\/myrdil.com\/wp-content\/uploads\/2019-03-07_15h36_17.jpg 906w, https:\/\/myrdil.com\/wp-content\/uploads\/2019-03-07_15h36_17-300x271.jpg 300w, https:\/\/myrdil.com\/wp-content\/uploads\/2019-03-07_15h36_17-768x694.jpg 768w, https:\/\/myrdil.com\/wp-content\/uploads\/2019-03-07_15h36_17-332x300.jpg 332w\" sizes=\"auto, (max-width: 906px) 100vw, 906px\" \/><br \/>\nThe PBR texture looks like a 3D thing while in fact it&#8217;s only a set of 2D images that the game engine uses to give the illusion of it being in 3D. That&#8217;s quite some maps, usually 5, and they are pretty heavy, reason why modern games take gigabytes on disk, but the engine can then give the illusion it&#8217;s displaying a very complex 3D object while in fact it&#8217;s only a few polygons.<\/p>\n<p>For example, if I wanted to create a well, the above PBR texture would perfectly fit on a 32 polygons cylinder model and look like a multi thousands one.<\/p>\n<p>It&#8217;s magic!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I admit it took me some time to figure out what the hell PBR (Physically-Based Rendering) textures are. When working in Blender, it takes quite a lot of manipulations to set up the nodes for albedo, normal, specular, ambiant occlusion, &hellip; <a href=\"https:\/\/myrdil.com\/?p=2154\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-2154","post","type-post","status-publish","format-standard","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/myrdil.com\/index.php?rest_route=\/wp\/v2\/posts\/2154","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/myrdil.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/myrdil.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/myrdil.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/myrdil.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=2154"}],"version-history":[{"count":0,"href":"https:\/\/myrdil.com\/index.php?rest_route=\/wp\/v2\/posts\/2154\/revisions"}],"wp:attachment":[{"href":"https:\/\/myrdil.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=2154"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/myrdil.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=2154"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/myrdil.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=2154"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}