Aralin 1Practical recipes para sa common interior materials: painted walls, hardwood floors, wool/linen upholstery, leather, polished wood, chrome/brushed steel, glazed ceramicsBumuo ng practical material setups para sa common interior assets. Sundin ang step-by-step recipes para sa painted walls, hardwood floors, fabrics, leather, polished wood, metals, at ceramics, na nakatuon sa believable response sa ilalim ng varied lighting.
Painted wall at plaster materialsHardwood floor color at gloss controlWool at linen fabric roughness setupLeather sheen, wear, at patinaChrome, brushed steel, at ceramicsAralin 2Pag-unawa at pagpili ng base color, roughness, metalness, specular at IOR values gamit ang real-world referencesMaster ang core PBR parameters at kung paano sila nauugnay sa real surfaces. Matututo kang pumili ng base color, roughness, metalness, specular, at IOR values gamit ang measured data, reference charts, at visual comparison laban sa real-world materials.
Base color ranges para sa common materialsRoughness values at surface glossMetalness vs specular workflowsPaggamit ng IOR tables at presetsMatching references sa pamamagitan ng iterationAralin 3Advanced maps: anisotropy, sheen, translucency at kung kailan gamitin para sa upholstery, brushed metal, glass at ceramicsMatututo kang kailan at paano gamitin ang advanced shading maps upang makakuha ng complex surface behavior. Galugarin ang anisotropy para sa brushed metals, sheen para sa fabrics, at translucency para sa thin materials tulad ng curtains, frosted glass, at ceramic glazes.
Anisotropy para sa brushed at machined metalsSheen layers para sa cloth at upholsteryTranslucency para sa thin surfacesPagkontrol ng directionality at flowPerformance impact ng advanced lobesAralin 4Photographic reference measurement: sampling ng real materials para sa color, roughness, at specular valuesUnawain kung paano i-capture ang real materials gamit ang photographic references at simple measurement techniques. Matututo kang i-sample ang color, roughness, at specular values nang tama at i-translate ang mga ito sa reliable PBR inputs para sa iyong shaders.
Lighting setups para sa reference photosNeutral color calibration at gray cardsSampling base color mula sa photographsPagtatantya ng roughness mula sa highlightsPagkuha ng specular at reflectance valuesAralin 5Pagbuo ng layered materials: diffuse+coating, clearcoat, subsurface scattering para sa fabrics at skin-like materialsI-design ang layered materials na pinagsasama ang multiple scattering components. Matututo kang bumuo ng diffuse plus coating stacks, clearcoat varnish, at subsurface scattering para sa fabrics at skin-like materials habang pinapanatili ang physical plausibility.
Diffuse base na may reflective coatingClearcoat para sa varnish at automotive paintSubsurface scattering para sa skin-like mediaFabric fuzz at thin-layer behaviorPag-manage ng energy sa layered lobesAralin 6Pagbuo ng believable glass at liquids: IOR, absorption, caustics handling, thickness at refraction tintingLumikha ng convincing glass at liquids na may physically grounded parameters. Unawain ang IOR, absorption, at thickness, at kung paano nila naaapektuhan ang refraction, color, at caustics. Matututo kang gumamit ng engine-specific tricks upang panatilihin ang renders na stable at efficient.
IOR choices para sa glass at common liquidsAbsorption distance at color falloffPagmo-model ng thickness para sa correct refractionPag-handle ng caustics at firefliesFrosted, dirty, at imperfect glassAralin 7Texturing workflows: tileable vs unique UVs, scale management, trim sheets at micro-detailMatututo kung paano naaapektuhan ng iba't ibang texturing workflows ang realism, reuse, at performance. I-compare ang tileable at unique UV layouts, pamahalaan ang scale nang consistent, at gumamit ng trim sheets at micro-detail maps upang magdagdag ng richness nang hindi sinasayang ang memory.
Tileable textures vs unique UV layoutsConsistent texel density at scaleTrim sheet planning para sa hard-surface assetsMicro-detail maps para sa added realismPag-iwas sa visible seams at repetitionAralin 8Principles ng physically based rendering (energy conservation, Fresnel, microfacet models)Pag-aralan ang physical principles sa likod ng PBR shading models. Galugarin ang energy conservation, Fresnel reflectance, at microfacet theory, at makita kung paano nagbibigay-gabay ang mga konsepto na ito sa parameter choices at nagpapaliwanag ng behavior ng modernong BRDFs.
Energy conservation sa shading modelsFresnel reflectance at viewing angleMicrofacet distribution at roughnessBRDF components at lobe structureCommon PBR model limitationsAralin 9Material optimization para sa render engines: pagbalanse ng fidelity sa memory at render time (texture sizes, UDIMs, proxy maps)I-optimize ang materials para sa production rendering nang hindi sinasakripisyo ang key detail. Matututo kang pumili ng texture resolutions, gumamit ng UDIMs nang matalino, at lumikha ng proxy o packed maps na binabawasan ang memory usage at binibilisan ang lookdev at final renders.
Pagpili ng efficient texture resolutionsUDIM layout at kung kailan gamitinProxy maps para sa lookdev at previewsChannel packing upang i-save ang memoryPagbalanse ng quality sa render timeAralin 10Paggamit at pag-author ng texture maps: albedo/diffuse, roughness, metallic, normal, height/displacement, ambient occlusion, curvature/ao bakerGalugarin ang main texture maps na ginagamit sa PBR shading at kung paano sila nakikipag-ugnayan. Matututo kang gamitin nang tama ang albedo, roughness, metallic, normal, height, ambient occlusion, at curvature maps, plus baking workflows upang gumawa ng supporting detail maps.
Albedo vs diffuse at color hygieneRoughness at metallic map authoringNormal vs height at displacement useAmbient occlusion at curvature bakingChannel packing at map compression