Blender 3.4 PBR Texturing Tutorial for Beginners

 In 3DCG, blender texturing can be as simple as adding color, or you can create photorealistic materials with blender by reflecting textures using images called PBR textures.

" PBR " in PBR texture is an acronym for " Physically Based Rendering ", and is one of the 3DCG technologies for expressing the flow of light in the real world.

Based on images of concrete and walls mainly taken in the real world, ``Color'' that includes color information, ``Roughness'' expresses reflection, and ``Normal'' expresses unevenness ” and “Displacement”, and by combining these, you can express a more realistic texture.

in this article you will learn about Blender shader nodes, so you can create materials that use blender PBR textures.

create new material for the object

This time, we will add PBR textures to the planes used in this scene. I want to express the room, so I will reflect the texture of the wood tiles on the floor.

By the way, in this scene, I simply added a cube representing the walls of the room, a plane that became the floor, and an area of light. It looks like this when you check it using the render preview. By the way, the renderer (render engine) uses blender Cycles render.

Select the ' Floor ' plane, which is the part of the floor, and open the material properties to create a new material. Then change the name of the material to make it easier to understand, like " Wood Floor ".

Next, change the workspace by clicking Shading at the top to make editing on the node easier.

You can use any texture, but this time I want to express the floor, so I will use " Wood Floor 004 " in ambientCG


Extract the ZIP and browse the files inside. There are various files, but this time we will use four: " Color", "Displacement", "Normal (GL)", and "Roughness".

Blender shader node

When you open the " Shading " workspace, various windows (areas) are displayed, but basically you add nodes and operate parameters from the " shader editor " at the bottom center to create materials. increase.


In the shader editor, the added material node is displayed, in this case, it is the "Wood Floor" node of the "Floor" object, which is the floor.
" Principle BSDF " is a node that collects the parameters necessary for material creation, and is exactly the same as "Surface" in the material property. Operations on nodes or material properties are reflected in the same way.
" Material output " is the node required to output the material. Without this node, the material will not be reflected and will be black. The material output also has a displacement port that expresses unevenness.

Adding, connecting, and disconnecting node 

  • To add a new node, you can enter a keyword from the shortcut key " Shift + A " or " Add " from the top menu or add a node from the list.
  • Depending on the PBR texture, etc., it is also possible to add directly by drag and drop from Finder or Explorer.
  • To connect nodes, drag the port on the right side of the node to display a line (noodle), then drag it to the port on the left side of the node you want to connect.
  • To disconnect a node, " Control + Right Click " will change the cursor to a knife, so you can cut the line you want to disconnect.
  • Nodes can be deleted with the "X" key or right-click "delete", and movement within the shader editor is the same mouse or key combination as when operating in the viewport.

Reflection PBR textures blender


Drag and drop textures from the upper left " file browser " or the file manager in Finder or Explorer into the shader editor.

Each texture connection is very similar to Redshifts. The 'Color', 'Diffuse', and 'Albedo ' textures connect to the 'Base Color' of the blender principle BSDF.
  • The " Roughness " texture connects to the principle BSDF " Roughness " and sets the " Color Space " to " Non-Color ".
  • The " Normal " texture connects the nodes of the " Normal Map ", connects the " Colors " to each other, and connects the "Normal" of the Normal Map to the " Normal " of the Principle BSDF. For the color space of the texture, select " Non-color " as well as the roughness.
  • The last is displacement. For the 'Displacement' texture , add a new 'Displacement' node and connect the texture ' color ' to the displacement ' height '.
  • Then connect the displacement node " displacement " to the material output " displacement ". The color space of the texture should be "non-color".
  • The final node is the top one, and the bottom one is the rendered one. It has a photo-realistic feel to it, and it's in good shape.

Blender textures sizing

By doing the above method, I was able to reflect the PBR texture, but the size of the texture is larger than the size of the floor, so it feels a little strange. In that case, it is a good idea to use a UV editor to adjust the size of the texture.



I will omit the UV unfolding method in Blender in this article.

Adjusts the UV map of planar objects. Select the plane from the outliner, switch to edit mode, and select the face (polygon).


Next, select " UV Editor " from the " Editor Type " drop-down menu in the image viewer at the bottom left to switch windows.



Click on the " UV Select Mode: Faces " icon and use the "S" key after selecting a face to resize the UV island. The one below was rendered after the size adjustment was completed. Compared to the first rendering, I was able to get closer to the real thing.

In this article, I introduced the basic operation of shader nodes in Blender. This shader node can be used not only for materials but also for HDRI, so please try using it.




Next Post Previous Post
No Comment
Add Comment
comment url