Lesson 1Practical ways for common inside materials: painted walls, hardwood floors, wool/linen covers, leather, shiny wood, chrome/brushed steel, glazed potsBuild practical material setups for common inside things. Follow step-by-step guides for painted walls, hardwood floors, cloths, leather, shiny wood, metals, and pots, focusing on how dem react true under different lights.
Painted wall and plaster materialsHardwood floor color and shine controlWool and linen cloth roughness setupLeather shine, wear, and old lookChrome, brushed steel, and potsLesson 2Understanding and picking base color, roughness, metalness, specular and IOR values with real-world examplesMaster the main PBR parts and how dem connect to real surfaces. Learn to choose base color, roughness, metalness, specular, and IOR values using measured info, reference charts, and eye comparison against real materials.
Base color ranges for common materialsRoughness values and surface shineMetalness vs specular waysUsing IOR tables and ready setsMatching examples through trying againLesson 3Advanced maps: anisotropy, sheen, translucency and when to use dem for covers, brushed metal, glass and potsLearn when and how to use advanced shading maps to catch complex surface ways. Look into anisotropy for brushed metals, sheen for cloths, and translucency for thin things like curtains, frosted glass, and pot glazes.
Anisotropy for brushed and machine metalsSheen layers for cloth and coversTranslucency for thin surfacesControlling direction and flowPerformance effect of advanced partsLesson 4Photographic reference measuring: sampling real materials for color, roughness, and specular valuesUnderstand how to catch real materials using photo references and simple measuring ways. Learn to sample color, roughness, and specular values right and turn dem into reliable PBR inputs for your shaders.
Light setups for reference photosNeutral color check and gray cardsSampling base color from photosEstimating roughness from bright spotsGetting specular and reflectance valuesLesson 5Making layered materials: diffuse+coating, clearcoat, subsurface scattering for cloths and skin-like materialsDesign layered materials dat mix many scattering parts. Learn to build diffuse plus coating stacks, clearcoat varnish, and subsurface scattering for cloths and skin-like materials while keeping physical truth.
Diffuse base with reflective coatingClearcoat for varnish and car paintSubsurface scattering for skin-like thingsCloth fuzz and thin-layer waysManaging energy across layered partsLesson 6Creating believable glass and liquids: IOR, absorption, caustics handling, thickness and refraction tintingCreate convincing glass and liquids with physical-based parts. Understand IOR, absorption, and thickness, and how dem affect bending light, color, and caustics. Learn engine tricks to keep renders steady and fast.
IOR choices for glass and common liquidsAbsorption distance and color fadeModeling thickness for correct bendingHandling caustics and bright spotsFrosted, dirty, and not-perfect glassLesson 7Texturing ways: tileable vs unique UVs, scale management, trim sheets and small-detailLearn how different texturing ways affect true looks, reuse, and speed. Compare tileable and unique UV setups, manage scale steady, and use trim sheets and small-detail maps to add richness without wasting space.
Tileable textures vs unique UV setupsSteady texel density and scaleTrim sheet planning for hard-surface thingsSmall-detail maps for added true looksAvoiding visible joins and repeatsLesson 8Principles of physically based rendering (energy saving, Fresnel, microfacet models)Study the physical rules behind PBR shading models. Look into energy saving, Fresnel reflectance, and microfacet theory, and see how dese ideas guide part choices and explain modern BRDF ways.
Energy saving in shading modelsFresnel reflectance and viewing angleMicrofacet spread and roughnessBRDF parts and lobe structureCommon PBR model limitsLesson 9Material optimization for render engines: balancing true looks with memory and render time (texture sizes, UDIMs, proxy maps)Optimize materials for production rendering without losing key details. Learn to choose texture sizes, use UDIMs wise, and create proxy or packed maps dat cut memory use and speed up lookdev and final renders.
Choosing fast texture sizesUDIM layout and when to use itProxy maps for lookdev and previewsChannel packing to save memoryBalancing quality with render timeLesson 10Using and making texture maps: albedo/diffuse, roughness, metallic, normal, height/displacement, ambient occlusion, curvature/ao bakerLook into the main texture maps used in PBR shading and how dem work together. Learn right use of albedo, roughness, metallic, normal, height, ambient occlusion, and curvature maps, plus baking ways to make supporting detail maps.
Albedo vs diffuse and color cleanRoughness and metallic map makingNormal vs height and displacement useAmbient occlusion and curvature bakingChannel packing and map squeeze