Lesson 1Practical recipes fi common interior materials: painted walls, hardwood floors, wool/linen upholstery, leather, polished wood, chrome/brushed steel, glazed ceramicsBuild practical material setups fi common interior assets. Follow step-by-step recipes fi painted walls, hardwood floors, fabrics, leather, polished wood, metals, an ceramics, focusing pon believable response under varied lighting.
Painted wall an plaster materialsHardwood floor color an gloss controlWool an linen fabric roughness setupLeather sheen, wear, an patinaChrome, brushed steel, an ceramicsLesson 2Understanding an selecting base color, roughness, metalness, specular an IOR values wid real-world referencesMaster di core PBR parameters an how dem relate to real surfaces. Learn fi choose base color, roughness, metalness, specular, an IOR values using measured data, reference charts, an visual comparison against real-world materials.
Base color ranges fi common materialsRoughness values an surface glossMetalness vs specular workflowsUsing IOR tables an presetsMatching references through iterationLesson 3Advanced maps: anisotropy, sheen, translucency an when fi use dem fi upholstery, brushed metal, glass an ceramicsLearn when an how fi use advanced shading maps fi capture complex surface behavior. Explore anisotropy fi brushed metals, sheen fi fabrics, an translucency fi thin materials like curtains, frosted glass, an ceramic glazes.
Anisotropy fi brushed an machined metalsSheen layers fi cloth an upholsteryTranslucency fi thin surfacesControlling directionality an flowPerformance impact of advanced lobesLesson 4Photographic reference measurement: sampling real materials fi color, roughness, an specular valuesUnderstand how fi capture real materials using photographic references an simple measurement techniques. Learn fi sample color, roughness, an specular values correctly an translate dem into reliable PBR inputs fi yuh shaders.
Lighting setups fi reference photosNeutral color calibration an gray cardsSampling base color from photographsEstimating roughness from highlightsDeriving specular an reflectance valuesLesson 5Creating layered materials: diffuse+coating, clearcoat, subsurface scattering fi fabrics an skin-like materialsDesign layered materials dat combine multiple scattering components. Learn fi build diffuse plus coating stacks, clearcoat varnish, an subsurface scattering fi fabrics an skin-like materials while preserving physical plausibility.
Diffuse base wid reflective coatingClearcoat fi varnish an automotive paintSubsurface scattering fi skin-like mediaFabric fuzz an thin-layer behaviorManaging energy across layered lobesLesson 6Creating believable glass an liquids: IOR, absorption, caustics handling, thickness an refraction tintingCreate convincing glass an liquids wid physically grounded parameters. Understand IOR, absorption, an thickness, an how dem affect refraction, color, an caustics. Learn engine-specific tricks fi keep renders stable an efficient.
IOR choices fi glass an common liquidsAbsorption distance an color falloffModeling thickness fi correct refractionHandling caustics an firefliesFrosted, dirty, an imperfect glassLesson 7Texturing workflows: tileable vs unique UVs, scale management, trim sheets an micro-detailLearn how different texturing workflows affect realism, reuse, an performance. Compare tileable an unique UV layouts, manage scale consistently, an use trim sheets an micro-detail maps fi add richness without wasting memory.
Tileable textures vs unique UV layoutsConsistent texel density an scaleTrim sheet planning fi hard-surface assetsMicro-detail maps fi added realismAvoiding visible seams an repetitionLesson 8Principles of physically based rendering (energy conservation, Fresnel, microfacet models)Study di physical principles behind PBR shading models. Explore energy conservation, Fresnel reflectance, an microfacet theory, an see how dese concepts guide parameter choices an explain di behavior of modern BRDFs.
Energy conservation in shading modelsFresnel reflectance an viewing angleMicrofacet distribution an roughnessBRDF components an lobe structureCommon PBR model limitationsLesson 9Material optimization fi render engines: balancing fidelity wid memory an render time (texture sizes, UDIMs, proxy maps)Optimize materials fi production rendering without sacrificing key detail. Learn fi choose texture resolutions, use UDIMs wisely, an create proxy or packed maps dat reduce memory usage an speed up both lookdev an final renders.
Choosing efficient texture resolutionsUDIM layout an when fi use itProxy maps fi lookdev an previewsChannel packing fi save memoryBalancing quality wid render timeLesson 10Using an authoring texture maps: albedo/diffuse, roughness, metallic, normal, height/displacement, ambient occlusion, curvature/ao bakerExplore di main texture maps used in PBR shading an how dem interact. Learn correct usage of albedo, roughness, metallic, normal, height, ambient occlusion, an curvature maps, plus baking workflows fi generate supporting detail maps.
Albedo vs diffuse an color hygieneRoughness an metallic map authoringNormal vs height an displacement useAmbient occlusion an curvature bakingChannel packing an map compression