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PBR Tutorial and Material Library

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    PBR Tutorial and Material Library



    I've released a short video series on Gumroad on PBR in UE4. It's a pretty straightforward video, meant mostly for beginners, but I do go a little bit into gamma correction and clever ways to reuse textures using Lerps. Mostly basic stuff, but it may help others who are just starting out and just learning UE4.

    I'm offering $1 off the video for the first 25 users here who purchase it - just $4 for over 30 minute of video and the sample project.

    https://gum.co/yJMoA/epic

    Thanks for your interest and please give me your feedback!

    Also special thanks to d1ver for letting me use his awesome Materialing library as some of the base content for this video.
    Attached Files
    Last edited by MooseCommander; 07-15-2014, 06:46 PM.

    #2


    I also have a material pack for sale! I'll give the same $1 off for all you guys.

    https://gum.co/KOkF/epic

    Please leave feedback and let me know how you feel about the pricing, what you want to see in the future, etc.

    Comment


      #3
      Awesome! I just picked up a copy of the tutorial (I'm TitusCruentus on Reddit btw). Can't wait to check it out, I think it will be really useful for making sure all my PBR stuff is correct.
      Storyteller - An immersive VR audiobook player

      Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

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        #4
        Originally posted by n00854180t View Post
        Awesome! I just picked up a copy of the tutorial (I'm TitusCruentus on Reddit btw). Can't wait to check it out, I think it will be really useful for making sure all my PBR stuff is correct.
        Thanks. If you have any questions please email me! I've already got some good feedback and I may record another video to help explain a few parts further.

        Comment


          #5
          Neat! I'm always happy to support things like this; especially when offered at such a reasonable price. Keep it up, I hope to see more

          Comment


            #6
            Purchased!

            Cannot wait to watch it

            Comment


              #7
              Originally posted by HeadClot View Post
              Purchased!

              Cannot wait to watch it
              Thanks! Let me know your thoughts on it so I can make improvements for further videos.

              Comment


                #8
                nice man just went and bought it hopefully this will really help with PBR in UE4 for me.

                Comment


                  #9
                  Just wanted to say, I picked up both. Really quality material here.

                  Comment


                    #10
                    Originally posted by pixelvspixel View Post
                    Just wanted to say, I picked up both. Really quality material here.
                    Thanks for the kind words. I'll be putting out more advanced content soon, including some more complex materials, some work flows on layered materials and how to make the best use of them, etc.

                    Comment


                      #11
                      I bought your videos, simply fantastic. I have been working with UE4 for the last 3 months with no prior UE3 knowledge (or any other engine for that matter). It took me this long to finally start understanding PBR. The most confusing factor was the specular, in older engine it worked much differently. I know that much. Now I can see it's just a value for the highlight brightness in the roughness.

                      If you come out with more tutorials at a reasonable price, I will continue to pay for them
                      --
                      Joshua
                      Multimedia Artist, Druid Gameworks
                      www.joshuaezzell.com
                      www.druidgameworks.com

                      Comment


                        #12
                        just bought it and thanks alot, its so useful, another thing i would like to learn is how to use gloss and metalic maps and how to link them up in UE4. Great job dude!
                        Game Artist

                        Comment


                          #13
                          Originally posted by AzamKhan View Post
                          just bought it and thanks alot, its so useful, another thing i would like to learn is how to use gloss and metalic maps and how to link them up in UE4. Great job dude!
                          Your gloss map is basically your roughness map.
                          You plug it into OneMinus and then plug that into Roughness

                          The reason you are plugging it into Oneminus is to invert it.
                          In UE4 I believe, 1 means black and 0 means White. That is how UE4 handles materials.

                          1 = A surface is rough.
                          0 = A surface is not rough.

                          Here are some links of reference that could benefit you. I urge you to plow over:

                          PBR Practice

                          http://www.marmoset.co/toolbag/learn/pbr-practice (Almost everything you need to know is here)

                          PBR Theory

                          http://www.marmoset.co/toolbag/learn/pbr-theory

                          PHYSICALLY BASED SHADING IN UE4
                          https://www.unrealengine.com/blog/ph...shading-in-ue4

                          Physically Based Materials in UE4
                          https://docs.unrealengine.com/latest...sed/index.html

                          DONTNOD Physically based rendering chart for Unreal Engine 4
                          http://seblagarde.wordpress.com/2014...real-engine-4/

                          RYSE – The Transition to Physically Based Shading
                          http://www.makinggames.de/index.php/..._based_shading
                          Last edited by Bladerskb; 07-20-2014, 11:01 AM.

                          Comment


                            #14
                            Originally posted by Bladerskb View Post
                            Your gloss map is basically your roughness map.
                            You plug it into OneMinus and then plug that into Roughness

                            The reason you are plugging it into Oneminus is to invert it.
                            In UE4 I believe, 1 means black and 0 means White. That is how UE4 handles materials.

                            1 = A surface is rough.
                            0 = A surface is not rough.
                            Just wanted to provide a small correction. You have this inverted.

                            I talk about this in the video series. In programming, you a boolean has a true or false value, which the computer reads respectively as 1 and 0. When we are plugging textures into material nodes, it is looking at the same equation of 0 being false (glossy) and 1 being true (rough). When you create a linear texture, glossy will be black and rough will be white.

                            Also, OneMinus will only work correctly if sRGB has been turned off. However, if the texture hasn't been generated properly for Linear space, it isn't going to look "correct" when it is imported.

                            Comment


                              #15
                              wow thanks alot peeps helped me alot!
                              Game Artist

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