Show pageOld revisionsBacklinksFold/unfold allBack to top This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Shading / Textures ======= **PBR** (Physically Based Rendering) are best rendered with Cycles render engine. The material reacts to the environment and lighting in a physically realistic way. **HDRi** textures can be used on the World shader to bring lighting to the scene. To turn it off in the display go to **Render > Film** and tick **Transparent**. ---- ==== Texture Coordinates ==== For all the texture nodes use a **Texture coordinate** node (output //Object//) connected to a **Mapping** node (input //Vector//) in turn connected to the texture images (in/out //Vectors//) as illustrated below. If you have **Node Wrangler** add-on activated, the keyboard shortcut **''CTRL + T''** will automatically generate these nodes. {{3d:pbr-texture-coordinates.png?}} Incidently, using **Node Wrangler** add-on you can select the **Principled BSDF** and use ''CTRL + SHIFT + T'' to open a bundle of maps and have them set-up as a Principled Texture. ---- === Base Color === Keep the diffuse image in ''sRGB'' colorspace but if your mapping on an object use a ''Box'' projection instead of ''Flat''. ---- === Roughness === For roughness use ''Non-Color'' colorspace and ''Box'' projection as well. ---- === Normal === For the normals use ''Non-Color'' colorspace and ''Box'' projection. Use a **Normal map** node to convert the output ''Color'' to the input ''Normal'' of the **Principled BSDF** ---- === Displacement === The displacement avoids the **Principled BSDF** and goes directly into the ''Displacement'' input of the **Material Output**. This is because the displacement actually affects the geometry of the object whereas the Principled BSDF affects the way it looks. Displacement must be activated in the Options under the ''Surface'' tab (choose : Displacement and Bump instead of Bump Only) Displacement works best when there are many polygons on the object (use of a **Subdivision Surface** modifier is advised) and adds a good bit of detail. The drawback is it takes a lot more processing power and it's use is not advised for games. ---- <WRAP tip round> __**Box Projection Method**__ Box projection has the **advatage** of being quick to setup, works with modifiers (e.g. bevel) and automatically updates if you modify the shape (e.g. extrude). However, it **does not work** with a game engine, which require a proper UV Map (hence, we cannot choose the ''Object'' output of the **Texture Coordinate** Node). __**UV Map Method**__ UV Map on the other hand requires to properly unwrap your object but once textured it can be exported easily to a game engine. The downside is you will see the seams, and there is no way to blend it so you should think carefully about where you place them, and keep your objects at a safe viewing distance. Another inconvenience is that you have to apply the modifiers for the seams to be set properly so it is slightly destructive. Both these methods however keep the advantage of being able to easily change the PBR texture. __** Texture painting **__ You can also load an image into a texture brush and paint directly on the object. In which case, choosing a random tiling and a large brush along with isolated-click painting instead of strokes can result in a good looking object. One drawback is the object has no roughness and the texture looks a bit flat. </WRAP> In the case of texture painting, there is a way to add a bit of normals and bumpiness using the data from the image texture and a few color ramps as so : {{3d:bump-from-image.png?750}} ==== Texture Atlas ==== A texture atlas is a custom image combining many different textures all in one image. It has the huge advantage of asking the CPU/GPU to load only one image and pick all the textures for different objects from parts of that image. The inconvenience is that each texture will have a lower pixel resolution (being part of a greater image) ===== Sample Low Poly Shaders ===== ==== Stone with noise ==== {{:3d:basic-stone-shader.png?700|3d:basic-stone-shader.png}} ==== Wood with noise ==== {{:3d:basic-wood-shader.png?700|3d:basic-stone-shader.png}} ===== Resource sites ===== Great places to look for textures : * **[[https://polyhaven.com/|PolyHaven]]** * **[[https://freepbr.com|Free PBR]]** 3d/shading.txt Last modified: 2025/04/01 23:15by mh