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PBR in Blender Cycles


arumiat
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This was an interesting thread to come across.

 

I was a bit taken aback the other day when I brought a model into Blender from 3DC and opened up the node editor to find this.

post-38412-0-45821600-1421180642_thumb.p

 

I was sad to switch to rendered shading and the 3D coat material to not display but is there a way to recreate 3DC materials within Blender then? Are they based on the same/ similar underlying 'nodes'?

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https://3dcoat.com/forum/index.php?/topic/17212-pbr-in-blender-cycles/
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I use this for my projects

 

http://www.blendswap.com/blends/view/76325

 

There is another Shader Setup.

https://matthieubarbie.wordpress.com/2014/11/23/pbr_shader-1-5-for-blender-2-72b-documentation/

 

This one have more options and an extra Node for IBL lightning.

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  • Advanced Member

I use this for my projects

 

http://www.blendswap.com/blends/view/76325

 

There is another Shader Setup.

https://matthieubarbie.wordpress.com/2014/11/23/pbr_shader-1-5-for-blender-2-72b-documentation/

 

This one have more options and an extra Node for IBL lightning.

When I checked the second link I noticed there was an update to PBR_SHADER 1.75 for Blender 2.73.

https://matthieubarbie.wordpress.com/2015/01/12/pbr_shader-1-75-for-blender-2-73-documentation/

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My understanding of shaders is limited. Is there a way to create material in Cycles that will work in 3DCoat?

 

Thats why we post some links for you.

You only need the model and textures from 3d coat, there is no need to understand the nodes compledly in cycles.

Simple put your Albedo, Normal, Metallic and Roughness maps into the right slots and hit render, thats all.

 

But no, there is no way to create a Cycles material that works in 3d coat, or in the other way.

Both use its own shading and material system.

Edited by Malo
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  • Reputable Contributor

These settings I find so far work best for me exporting out of 3DC and using the Dual PBR shader in Blender.

GGX shader under the view window in 3DC for rendering in the 3DC viewport. In Blender the Dual Shader uses the Ashikhmin-Shirley distribution setting and not the GGX in the Glossy BSDF Shader. I have not tried setting the dual shader to GGX under the Glossy BSDF.

Export Roughness and Metalness in the export settings panel.

 

Blender: Dual Shader, selection of course is Metalness and Roughness.

 

The above appears to get me best match of the Teapot of what I see in the 3DC viewport and when I render in Cycles.

 

This Gloss (roughness) and Metalness setting from the  3DC export panel, the Gloss (roughness) map did not work nearly as well as the Roughness map...

 

The above is all a learning in progress and open to change but so far that seems to work out the best.

 

PDF Link to the Ashikhmin-Shirley Microfacet-based BRDF Generator

http://www.cs.utah.edu/~shirley/papers/facets.pdf

 

I am not a math major by any means but general principles on what they created is an interesting read...

 

By the way thanks for the Links Malo... :drinks:

Edited by digman
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  • 4 months later...
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I have also problems with the normal map with the PBR Shader Vers. 1.75. It gives in some areas (were shadows should be) very dark and sharp shading results. With the dual shader

it does not happen, but i don't have then the shiny shading results, the surfaces look matte then.

  • 1 month later...
  • 6 months later...
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Guys, I think I've made a Complex (but with simple inputs) PBR shader for Cycles based on this guy's videos

I guess it is a kind of similar to Simple PBR v4, but a bit different

These are screenshots from 3DC viewport and render with cycles (with black background)

What do you think???

 

P.S. Blend file in attachment

post-896-0-09505300-1453823521_thumb.jpg

post-896-0-74343800-1453823521_thumb.jpg

Shader+HDRI.zip

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  • Moderator

Key thing is playing with RGB curves for Roughness map (Color or Non-color data), for Metallness map I found Non-color data work more closely to what I see in 3DC.

 

Anyway, need your tests!

 

P.S. Shader is very cool for working even without textures!

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