[flow_default] Transcription for audio/AITJJSORT/Blender Course - Advanced Interior Visualization Training/7 - Materials/1 - PBR Textures.wav
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audio_AITJJSORT_Blender Course - Advanced Interior Visualization Training_7 - Materials_1 - PBR Textures.json
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"file": "1 - PBR Textures.wav",
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"transcription": {
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"audio_file": "1%20-%20PBR%20Textures.wav",
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"text": "In this lesson we'll move on to materials. We'll start with PBR materials. PBR, which stands for Physically Based Rendering, is something that is based on physics. In simple terms, for materials these will be materials that look exactly like the objects in the real world around us. PBR materials are created using textures. We can source these textures from many different places. It's important that they are of good quality, typical textures that make up a PBR material include color or diffuse textures, displacement textures, although they aren't always used, normal textures and runes textures. Additionally, you might come across textures like ambient occlusion and sometimes there's a metallic texture or a specular texture. There are of course also opacity textures, but they are used in specific situations. The color texture determines what color our material will have and what kind of texture it will display. In this case, we see that we have a wood texture. And the color texture defines what color the wood has, what its grains look like, and how it generally appears. The normal texture is responsible for giving our material certain smaller or larger bumps. The displacement texture gives those bumps even more depth. However, in practical terms the displacement texture is more often used where those bumps need to be really pronounced and significant. For example, in the case of brick or cobblestones. In the case of some pebbles as well, the Rohn's texture on the other hand defines various reflections on our texture. Thanks to using this texture, our reflections won't be uniform. They won't be the same everywhere. In some places they'll be stronger, while in others they'll be darker. This will give us a very interesting effect. Personally in my work I always use the color texture and the normal texture of course. With Rhone's textures it varies. If an object is far away or not given special attention, the Rhone's texture is simply skipped. However if I want to bring out something extra, yin and yang, some additional who reflections, something more interesting than usual, then it's worth looking into this texture. And that's when I also use that texture. On the pages, you can find textures with different resolutions. From 1K up to 8K. These textures, of course, the larger they are, the more megabytes they take up, and the more space our project automatically occupies. Is there a big difference between these textures? At first glance it might seem that the difference between a 1k texture and for example 4k is significant when it comes to visualization quality. In practice you might be a bit surprised. I was personally surprised while doing tests in preparation for this course. Look at this example. I rendered the Bichon-Tos visualization on Tamarist in 4K quality, which means that is 3840 x 3840 x 3840 pixels. And I used textures for the floor in 1K and 4K will zoom in. And at this moment the 1K texture is being displayed. It looks pretty good. It doesn't look like it should be blurry, deformed or of worse or poor quality. Let's turn on the 4K texture for comparison. And think for a moment. Do you see any difference? The differences that appear are very subtle. Maybe it will be a bit better in close-up. You can see that 4K is slightly better in terms of quality. For example, here in these slightly brighter spots, it's better. Here we can also see, for instance, in this section of the wood texture, that 4K looks a bit better. But if we zoom out of our visualization, and if we turn off the 4K, and only look at the 1K, personally I can hardly see any difference. If I hadn't actually shown you this, you probably wouldn't have even realized that in fact, a 1K texture was used here. Of course it all also depends on the texture itself. It's not always the case that 1K will only be slightly worse than 4k. It can happen that in the least expected moment, some flaws will pop up that we would want to avoid at all costs. That's why all things considered, I still recommend using textures with a minimum resolution of 2k, and ideally something around 3 or 4k. When it comes to most materials, of course. When it comes to textures of very small objects, such as leaves on trees that are placed very far from the camera, they are practically invisible. Textures with a resolution of 500 pixels or less will work well there. They will work because even if the texture is blurred and not visible, it simply doesn't make a difference to us. The element is small enough and insignificant enough that we won't see it in our visualization anyway. Exactly. In the context of textures, it's important for you to know one more thing. There are seamless and non-seamless textures. A seamless texture, meaning a texture without seams, is the type of texture we desire. In the example, you'll see what the difference between them is. On the left side, there's a non-seamless texture, which is a texture that has seams, and seams are nothing more than those characteristic spots where the texture repeats. The truth is that in visualizations textures will always repeat on a given object, more or less, but they will... okay, maybe not always, but in the vast majority of cases this is because a texture represents a certain section of a given material, for example a section, a meter by meter of wood, and our model has dimensions let's say 3 x 3 meters. So in that case, if we're applying a meter by meter texture to something that measures 3 x 3 meters, it's logical that those repetitions will be visible. If we have a texture of this type, meaning a non-seamless texture, those repetitions will be very distinctly cut with such vertical or horizontal lines, it will look very bad. That's why we always aim for seamless textures, meaning those that don't have seams or have them so well masked that they don't stand out. Such an example is on the right side. Where to look for texts? I'll show you a few websites that I personally use. The first four of them, these are free websites with really good quality textures. The other two are paid websites. Of course there are more of these sites online, I'm not going to talk about everything that's available here because it's hard to cover it all. The first site is AmbientCity.com. It offers quite a large selection of textures that are really good quality. I use it very often in my work. The next site is CGBookcase.com. Here we can also find free textures that are quite nice quality. The site that I use a bit less, sharetextures.com.o offers quite a large range of different types of textures. It seems there are also models available for download here. However, I don't know exactly what their quality is because, as I said, I rarely come across them here. The fourth site, quite popular, is polyheaven.com which offers a lot of maps, HDRIs, textures and also models. The next site is a paid one. I actually use it quite often because we have a really large number of textures in various categories. Access to the site costs if I'm not mistaken 12 euros per year, so it's really a negligible cost. We have a lot of really different types of textures here, like plaster textures. In several different variations, like textures like wood in many different variations, like plywood, cross sections of wood, unusual wood scraps, etc. There really is a lot to choose from. Of course, like with all textures, there are better and worse ones. Not all textures fully offer PBR material, as there are often textures that only have a diffuse texture. Be colorful. In such situations, we either have to create our own normal texture or our own texture. Rones, Spaceman, with the help of various generators, of which there are plenty online. Or look for a texture that offers us the full package of textures we're looking for. That's somewhat of a downside to this site. Another very popular site that has really good quality textures and models for PHDRI is Polygon.co and it is highly recommended for professionals. This site is interesting because it offers ready-made materials created in Blender, so we don't have to assemble these textures ourselves. We can just import the entire ready-made material right away. If I'm not mistaken, it also has its own add-on for Blender, although I've never used it, so I can't say much about it. In terms of costs, the Polygon.com website is definitely the most expensive. Here, we buy access to a selected number of textures, we purchase what's called points, I think that's what it's called. And with these points, we can then buy the textures that interest us. Of course, the textures are then assigned to our account and we can download them at any time as many times as we want. So it's not like we pay for something once and then it's gone. If I'm absolutely and definitely looking for something really, really good with a lot of details, I use the site polygon.com. In other cases, or even in most cases, I generally use the sites. I mentioned earlier as a rule. In the next lesson, we'll show you how to create PBR materials using the textures we talked about in this lesson. Using Blender as an example.",
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"language": "en",
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"duration": 651.25,
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"timestamp": "2025-12-10T17:48:32.957015"
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},
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"timestamp": "2025-12-10T17:48:32.960727",
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"processing_time_seconds": 147.02668380737305
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}
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