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Advanced Materials & Shades

Lesson 2/5 | Study Time: 30 Min
Advanced Materials & Shades

Module 2: Advanced Materials & Shades


1. PBR (Physically Based Rendering) Workflows

PBR ensures materials behave realistically under varying lighting conditions by adhering to energy conservation and real-world physics.

  • Metal/Rough vs. Specular/Glossiness Workflows

    • Metal/Rough (Modern Standard)

      • Base Color: Diffuse albedo (non-metals) or reflectance value (metals).

      • Metallic Map: Binary (0 = dielectric, 1 = metal).

      • Roughness Map: Controls microsurface scatter (0 = smooth, 1 = rough).

      • Advantages: Simpler workflow, widely supported (UE5, Unity, Substance).

    • Specular/Glossiness (Legacy)

      • Diffuse Map: Only for non-metals (metals are black).

      • Specular Map: Defines F0 reflectance (e.g., 4% for plastics, 50-100% for metals).

      • Glossiness Map: Inverse of roughness (1 = polished, 0 = matte).

      • Use Cases: Older engines (e.g., Marmoset Toolbag).

  • Microsurface Details

    • Anisotropy: Simulates directional roughness (e.g., brushed metal, hair).

    • Clear Coat: Adds a secondary glossy layer (e.g., car paint, varnished wood).

2. Procedural Texturing


Procedural textures are generated mathematically rather than from bitmap images, allowing infinite resolution and dynamic adjustments.

  • Node-Based Shading (Substance, Blender Nodes)

    • Substance Designer:

      • Non-destructive workflow using procedural nodes (Noise, Gradient, Warp).

      • Advantage: Seamless tiling, easy iteration.

    • Blender Nodes:

      • Shader Editor combines textures/math for complex materials.

      • Example: Mixing Noise + Musgrave for organic surfaces.

  • Tiling & Masking Techniques

    • Tiling: Avoids repetition via:

      • Triplanar Mapping: Projects textures along 3 axes (good for terrain).

      • Variation Layers: Overlaying multiple noise patterns.

    • Masking: Combines materials (e.g., dirt on concrete) using:

      • Vertex Painting (real-time engines).

      • Gradient-Based Masks (slope, curvature).

3. Displacement & Parallax Effects


Enhances surface detail beyond normal maps, adding geometric depth.

  • Tessellation vs. Parallax Occlusion Mapping (POM)

    • Tessellation: Subdivides geometry at render time.

      • Pros: True geometric detail.

      • Cons: High GPU load; requires adaptive algorithms.

    • Parallax Occlusion Mapping: Fakes depth via ray-marched heightmaps.

      • Pros: Lightweight; works on low-poly meshes.

      • Cons: Artifacts at extreme angles.

  • Vector Displacement (ZBrush to Renderer)

    • *Stores 3D direction + magnitude* (vs. heightmap’s 1D data).

    • Use Case: Extreme deformations (e.g., wrinkles, sculpted details).

    • Workflow: Export as .EXR from ZBrush, apply in renderer (Arnold/Redshift).

Key Takeaways:

  • PBR Workflows depend on engine compatibility (Metal/Rough for modern pipelines).

  • Procedural Texturing offers flexibility but requires node-graph expertise.

  • Displacement Choices trade performance for fidelity (Tessellation > POM > Normal Maps).