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Blender eevee materials
Blender eevee materials








blender eevee materials

Finding where to add the displacement/height texture can be tricky sometimes. In the Subdivision Surface modifier I set the level of subdivisions to 2 in the viewport and 4 or 5 in the render. Navigate to your height map and load it in. Next click on “New” Navigate to the checker icon at the bottom and click open. In the Displace modifier you need to add your height map.įirst set Coordinates to UV and lower the strength (0.1 strength usually works well for me if the height map is calibrated correctly).

blender eevee materials blender eevee materials

Next you need to set up two modifiers: the Subdivision Surface and the Displace. When you have setup the material you can check the UV’s and see if you need to scale the UV’s out of the 0-1 space. If you made an Ambient Occlusion map you can add this to the color map by using the “Mix” node, set it to multiply and set the factor to 1.000. Make sure that all the black and white textures are set to “Non-Color”. Plug in your textures like you normally would when setting up a material. For this we will just be using the Principled BSDF. Now you want to setup the material in Blender. However, you don’t have to do anything with the UV Sphere, it is already UV mapped and has enough geometry to be subdivided. I am using a UV Sphere here to demonstrate the process but you could of course replace it with a plane or a cylinder. Setting up the scene and material in Blender In this article I will explain how I set it all up and show you that you can make some pretty cool renders of your materials in Blender Eevee. I wanted to see how close I could get to the results of Marmoset Toolbag in Blender Eevee. The go to renderer for presenting materials is Marmoset Toolbag.










Blender eevee materials