How To Setup PBR and Displacement in EEVEE AND Cycles [Blender 2.8]

How To Setup PBR and Displacement in EEVEE AND Cycles [Blender 2.8]

hey this is Kevin with blender binge
back with another tutorial this time I’m going to be showing you how to use PBR
textures inside of blender 2.8 this is a remake of a video that I did a while
back I’m gonna show you a good workflow it’s gonna be fast it’s gonna get you up
to speed really quickly and you’re gonna be able to go ahead and use this so
let’s jump in now the first thing we want to do is give this something to put
the shader on so I’m going to hit add mesh grid and that’s fine and if you
look at grid you want to make sure generate you v’s is checked if not
you’re not gonna get UVs on this or you might you might not I don’t know I don’t
know where they’re going with this but this is what you want you’ve ease now
what we’re gonna do is we’re going to go to this shading tab
okay shading workspace because we’re in 2.8 and we’re inside look dev so I’m
gonna zoom up a little bit and I’m gonna make sure I have my grid selected and
I’m gonna hit a new and that gives us this principal B SDF shader now I had
navigated over to this folder where I have all these different textures and if
you download PBR textures off the internet or wherever they usually come
with a bunch of these different textures and it confuses a lot of beginners and
and even intermediate users alike so I’m gonna show you the whole point of this
video is to show you how to use these and where to plug them in so if you want
to follow along I’ll put the link to this this texture pack this PBR texture
material inside the description of this video it’s not the greatest but you can
get it for free and follow along and see what I’m doing so great if you want it
it’s yours so what I’m gonna do is I’m going to just go to diffuse click and
drag it in and this is just a diffuse texture sometimes it’s called albedo
it’s just the color color data so I’m gonna take color and plug it into base
color here and being that we set up the UVs right we now have this this whole
texture map to a plane which is great like you did that the first time you
probably opened up a 3d program but that’s cool okay
here’s where we make it cool we use these other ones so what we’ll do is I’m
gonna first use a you know what I’m gonna go ahead change this to render you
and I deleted a default stupid light so I’m going to go ahead and add a light
and I’ll say point light and there we are right just a nice flat image on a
plane so let me move this up a little bit so you could see better and there so
that that’s what we look like that’s what it looks like right now and then
you could turn this on a little bit make this a little hotter okay so here’s our
plane with our map so now what we’re gonna do is we’re gonna hit this and I
can drag in the normal map okay the normal map here is this little bluish
purple thing I pull that in and it’s basically a map that has vector data in
it and it interacts with the light without getting too much into this and
losing half my audience here I’m just going to show you how to how to use it
okay colorspace we don’t want to use the RGB of this okay we don’t want blender
manipulating this at all okay adding gamma or whatever it does to it so we
want to just go color space non color and I can take this color and plug it
into normal but you notice you really you shouldn’t do it that way because
like this is yellow and this is purple so we have to add something in the
middle okay we have to add our Universal Translator in here okay blender Trek
you’ll love that one so I’ll go add vector normal map and here I go color to
color normal to normal and now it gives me this nice map and it’s the the
surface starts looking kind of bumpy right it’s this that’s kind of cool I
can you leave this a tangent space and I can say UV map if I want and now the
strength this is flat and push the strength up and it’s interacting with
the light and it’s shadowing or typing the shadow areas that are not you know
where the light is so if I move this around you can see I’m getting a really
nice interaction with the light and it looks bumpy and it looks looks pretty
cool however it is still flat so we’re gonna get to that in a little bit now
what else can we do with this well some people have asked well can I still use a
bump map you can I don’t usually do but I mean you can you can
take this right you can go ad and go vector bump and you can take normal plug
this into normal of the of the bump map okay I can take normal of the bump map
plug that in here and that’s just kind of passing through and I can take in
let’s see the height map okay here’s our height map which is also sometimes
called a bump map bring that in okay colorspace you don’t want it to be RGB
you can use non color data and now I can plug color here into height and I don’t
really have to worry about converting this I mean you could add like a black
and white or RGB to black and white converter in here I think non color data
and correct me if I’m wrong I think if you’re using non color data I think then
it’s a black and white image I don’t think it really matters
but if you want to be like a purist you might want to just go here and go go to
converter and then just drop in like an RGB to black and white again I don’t you
know maybe some some some shade or writer can actually tell me whether
that’s good or not I don’t know but that’s fine so now what you can do here
is you can play with the strength and you have a bump map okay on your on your
image as well so here’s just the normal map and here it is adding a little bit
of bump to it also so you can mix it and get the look you want and I mean this is
all artistic you’re an artist so go for it unless your project specifies that
you stay exactly scientifically accurate in which case you know you should have
like a whole layout anyway that’s kind of cool but you’ll notice too that we
have this roughness parameter okay the last thing we’re gonna touch here is
this roughness this roughness at zero is black which means black is completely
shiny white is completely rough and dull so we also have a map called roughness
here we can use to control that okay where it’s white it’s going to be not
very shiny and where it’s oops where it’s white it’s not very shiny and
where it’s black it’s very shiny so again here I can do not color data and I
can take color plug that into roughness and now you can control okay you can see
that some parts of shiny other parts are really mad depending on black and white
values that adds a little more realism to your scene and you can also do ad
converter color ramp and you can throw a color ramp in here and then you it gives
you a little more control you can push more black into the image okay you can
push more white into the image and it just gives you more control as an artist
so that’s cool but like I said before it’s still flat so if we want to get
away from that okay this will render pretty quickly and especially an easy
but if we want to get away from that we want to actually have the displacement
working on this the way that we can do that in TV right now is let me see I can
I can disconnect this and show you we can go over to add modifier and the
first thing I’ll do is add a subdivision surface because I want it to be more
subdivided and I could say simple so it maintains its nice corners here and I
could say render up to four viewport up to four if I want if this crashes your
computer don’t go that high and then add modifier and I’ll go displace and then
I’ll just hit new and you see it bounces it around and what I’m gonna do is this
texture okay I can go here to texture and type image and then I can just add
in the height map that we loaded in it’s there and there we go and you see that
it’s pretty pretty pretty grotesque and it’s also like faceted so the first
thing we could do to get rid of that faceting is simply go to object shade
smooth gets rid of the faceting but it’s still grotesque so what we can do is go
back here to the subdivision and the more subdivisions you add the more fine
the displacements going to be here but it’s gonna start like choking your
computer so like I can go up to about six here and it’s fine here’s my choke
or you can dinah maybe you have a really powerful computer you can go higher I
don’t know but be careful and I can just take the
strength here down and I don’t want to play with it too much just a little bit
and this is actually deforming the geometry so this is another way of
getting that look and and having it look bumpy but actually displacing the
geometry and if you want you know you can add the the fake stuff here back in
and play around and and just get it you know to actually be displaced and
actually look displaced and that’s you know that’s your call I’m not gonna tell
you do this don’t do that one way or another depending on the project you’re
doing get the look you want this looks a little bit pushed so you know I could
probably take the bump map out of there or I could take the normal map out of
there I can take down the strength all right
and just just add a little bit in and there you go
so now if I change over to this is an Eevee if I change over to cycles here it
looks very much the same now cycles gives us a really cool way to
do this as well so we can actually use displacement over here in cycles to do
something really really interesting as well so if I were to go ahead and take
off this displace okay I don’t need it anymore
it flattens out again okay we’re in cycles and it’s flat I can now go ahead
and say I wanted to like take this this height map and I’m gonna leave this all
I don’t know maybe I’ll unplug it for now and I can take this height map here
okay control D pull it over just to show you
for the sake of this tutorial and if I want to I can plug this into here but
there’s two things I want to do first first thing I want to do is I want to go
over to my render tab device I’ll say GPU so it’s faster for the video
features set I want to change to experimental and then over here I now
have adaptive subdivision so if I turn that on I can now plug in the height
okay I don’t want to go directly into displacement but I can add in I mean I
can borrow let’s see I have a normal and a bump I can add vector displacement
plug-in displacement there take color plug this into height one last thing we
have to do because it’s actually not displacing this so we have to go here to
texture okay so the materials tab settings displacement and we could
choose displacement only you’ll see it catches up or we could do like bump
displacement and bump either way it’s gonna look very similar and you you have
you now have an actual displacement and it’s displacing this using micro polygon
displacement so that’s really hot so I can take that down you can see it takes
a little while to catch up but you get a really nice I’ve been really nice
displacement here using cycles so it’s gonna look a little bit better but comes
with a longer render time and in here let me see if I take the scale down
negative 0.5 okay now that actually looks a little bit better
negative point one now it actually folds down it doesn’t come up here and that’s
looking a little bit better negative 0.25 you get the gist okay so that’s how
you would go ahead setting up PBR textures and doing
displacement inside of blender 2.8 inside of both evie and cycles so that’s
your basic setup and hopefully you got something out of this video if you did
hit like subscribe share it hit that little Bell notification so you get
notified when I make another video and if you keep coming back and watching
I’ll keep making more thanks see you next video bye

51 thoughts on “How To Setup PBR and Displacement in EEVEE AND Cycles [Blender 2.8]

  1. as*-+uiu"£*£Qa df[]{}@… Ops, I forgot to turn on my Universal Translator! Bump node in Eevee works only on 2 pixel level so it appears blocky, like Klingon technology, lol, so one has to export twice higher resolution and then resize it back to get it sharp. I think the adaptive displacement is only important in animation when the camera is moving in or out of the object.

  2. I'm really bad at texturing my models; I never know what to pick… Do I use a Normal Map?, Bump?, Displacement?, all of the above? Then I try to make my own maps and it gets even worse xD

  3. Great tutorial. Don't apologize for going in depth. There are thousands of Blender "beginner" tutorials that are all giving the same bone-basic info. And thousands more that are crazy-advanced. What we need more of are tuts like this for "advanced beginner" So take your time and don't apologize, this is good stuff. Keep 'm coming!

  4. Why you do not use node wrangler? Most actions you could save by simply pressing ctrl+shift+t and choosing the right textures

  5. a little tip: with node wrangler you can press shift+ctrl+T and automatically set your node tree for PBR textures 🙂

  6. Is there a way to convert/apply that displaced suface so that I can actually export it in that displaced shape?

  7. guys help plz when i use blender and i want to use nodes it shut down ,i don't know the reason, 2.8 beta work fine

    edit: i updated my graphic card it is working fine now,

  8. How do you get scaling to work though? I couldn't match up my displacement with the texture so I kind of stopped playing with Blender again. 😮 🙂 New version though.. hmmm Maybe time to put the games aside again…

  9. I wish in closest future blender will add tessellation like game engines use so we could use physical displacement in EEVEE without subsurf modifier

  10. Never be afraid to go in depth when you teach: people who really want to become good and not just “meh” LOVE in depth tutorials 👍🙂

  11. Beginner needs help: (After 1 month of Blender)

    Great tutorial.. I have done this method on a plane and it worked.. I'm very excited about that BUT my question now is: How do I do this on a 3d object like a cube. Everything said here works perfectly (when you're doing it on a cube) its all good until you try to use Modifiers to Displace the bump map. I've done the Subdivision modifying and now I'm struggling with the Displace modifier because its displacing the wrong places (on 3d objects that are not planes)

  12. You're having problems with the displace because you're using the Subdiv and not applying it.
    Blender kind of tries to displace a ton of verts, but practically it only moves the "before subdiv verts" since "after subdiv verts" don't really exist yet.
    it's like smooth shading and adding subdiv2 to make something look round, but you don't have enough verts so it looks weird.
    Try adding loads of detail (either subdivide as much as you want, or go to sculpt and apply Dynomesh > Constant Detail > 60-100 (experiment with this, higher is more here) > Detail Flood Fill to get a a constant density of details).

    after that, displace modifier works like a charm (might need some light tweaking).

  13. Excellent as usual. Your discipline to stick to only what needs to be included is great. You're brief, while still providing an understanding of how things work.

  14. Your tutorial is bad because you put the parameters of Displacement in negative, and that is bad because you are inverted the data, that is the reason because the first map dont look good.

  15. or shift + t (needs node wangler addon) and select the textures (you will still have to set the strength and stuff like that)

  16. this is pretty stupid. No wonder displacement didn't want to work for me, anyhow I connected the nodes if I have to enable it somewhere else and set feature set to experimental, and only then adaptive subdivision is going to be accessible. It's just so convoluted, when I try to set up like 10 materials this just eats my time. Bump+displacement should be default anyways. If I connect displacement LET ME FUCKING USE IT! I didn't connect it by accident or whatever… Yeah I'm overreacting a bit but this is a pretty old feature and this should be fixed by now

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