Bonsai_Tutorials/029000_20250220_1826 - Adding other PBR textures to the Material/029000_20250220_1826 - Adding other PBR textures to the Material.srt

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Similar to how we are feeding a texture into a base color, we can feed textures,
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different types of textures, into these other values such as metallic roughness
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and normal and some of these other ones as well. What those textures look like
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are something like this, where this is actually the texture that we fed into
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the base color here. But as you can see there's other ones ambient occlusion,
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displacement, normals, and roughness that we can feed into those other values in
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that principal base node. I don't know the technical details of why these
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textures look the way they do, just know that they exist. There are a lot of
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texture libraries out online where you can pick up these various textures. These
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are three of my favorite, they're all open source textures. You can check them
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out. So basically I downloaded a number of textures from one of those sites. So
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if you go back to the site here, we're just basically going to duplicate these
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nodes. It was shift D and we're gonna open the end panel and type end and we're
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gonna rename this or label it called base color. We're gonna select this and
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change it to metallic. Then I basically already created these nodes which I'm
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just gonna bring up and I label them roughness displacement normals. So
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what we do then is just for this texture since it's concrete we don't have
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metallic but we can start with roughness and open navigate to where the
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texture is and we're gonna use this roughness and we're going to connect the
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noodle the roughness factor there.
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Sorry I made a mistake. We need to take the color from the roughness and apply
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it to the roughness. We don't have a texture for metallic for this particular
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material. So for the normal plug-in here we're gonna actually combine two nodes
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we're gonna combine displacement and normals and to do that we need two more
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nodes. We'll do a normal map and then a bump. Then from the normals you feed that
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into the color and then from the normal map you're into the normal on the bump
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there and then from displacement take the color and feed it into the height
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and then take the overall result and bring it up to the normal here. These
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values again don't necessarily try to figure out what's going on. Go for it if
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you want but these were basically established from again reading the
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forums and you can just tweak these various values to see what ultimately
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how it affects the the texture. So now that we kind of made all these
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connections we have to connect the actual texture the correct texture.
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This one is roughness add that. Oops sorry that was no I'm just gonna close
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that. I need roughness here and displacement.
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Displacements here and then normal here.
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Of these two textures they're both normal I use the GL again that's from
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research I think that's the best one.
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So after assigning all these various textures to these new nodes that we just
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created now we have to make sure to align their scale and also their
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location and to do that we just pull off this and plug it into the vector
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input. So you can see the bump map is pretty steep so we can adjust these
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variables as you see fit to make it somewhat more realistic.