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I'm albert.
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And today i'm gonna show you how to make pbr materials using ai including
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a color map,
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normal map, height map,
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ambient occlusion map,
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and roughness map.
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I have two methods that i'll show you today.
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Both are fundamentally free.
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One is a little more complicated than manual and the second is provided
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by today's sponsor poly from with polly dot com who have a
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reliable online service that lets you make pbr materials and check
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out an existing library of community assets.
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But first let's get going with the first and and local method.
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You will need three things.
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First of all,
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the auto eleven eleven stable diffusion ui which looks like this,
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or actually any way to use stable diffusion that you want,
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because we don't need any special features or extensions.
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This is all easily done with most installations of stable diffusion.
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Now, you will need some basic knowledge of how to use this stuff,
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so make sure you're comfortable with using stable diffusion,
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but it's really not hard.
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I'm sure you can follow along even with little experience.
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Then next you will need the model texture, diffusion,
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which is most easily downloaded on civic ai this is a model trained
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on creative commons,
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zero textures,
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which means it's nice and flat, like a good,
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diffuse texture should be.
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You can tell here in this example, with the stones,
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there is not a lot of shading or anything,
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because in a good texture,
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that's all added later through the height maps,
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the ambient occlusion and so forth.
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This is a great model that you can download for free.
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It doesn't need any va es or any of that complicated stuff.
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You just click here and put it in your models folder like you would
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with any other stable diffusion model.
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Then last but not least you need the materialized tool which is
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available also via the link in the description.
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It's a free tool built in unity that allows you to create all sorts of maps
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based on a diffuse texture.
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So you can just download that for windows and put it in a folder where you
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don't need any special permissions to run it.
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More on that later.
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But first, let's get prompting,
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because it's quite simple to create a diffuse texture using
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the texture diffusion model.
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In stable diffusion,
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a great way to start your prompt using this model is by entering pbr
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which kind of activates the model.
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That's a good trigger word.
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And then you just describe what you want.
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So I want, let's say,
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dirt and moss with pebbles.
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And let's add some more descriptors.
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So what I found is close up is usually pretty good.
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It gives nice detail,
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detailed.
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I want it realistic.
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So i'm gonna add photo,
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real, high detail,
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basically like you're prompting anything else.
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And now the negative prompt,
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as you would, I don't want it to be cartoon or illustration.
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No, three d render sketch,
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black and white,
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b and w that sort of thing.
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If you do want a black and white texture,
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you shouldn't prompt against it.
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Obviously.
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Now my favorite sampler has become dpm plus two m caress.
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It's nice and fast.
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It's really detailed.
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I want enough sampling steps to really get some details.
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I'm gonna put that up to 50 I want four options for different options
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to pick from.
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And width and height is512×512.
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That's perfect.
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Cfg scale seven is great.
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Very important.
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We do want a seamless texture, so we can tile it.
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So we have to hit this tiling option,
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which is also available in other interfaces.
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I'm sure.
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And that's it.
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We can already hit generate and see what we get.
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Right here we go.
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We have four different options that's a little too lush for for my taste,
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but the rest looks pretty cool.
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So this one's mostly grass and moss.
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There's dirt, there's pebbles in it.
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It did what we wanted.
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This has little more pebbles.
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This one is the most realistic, i'd say, of the four.
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So I do kind of like that.
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Let's try to get some more out of there.
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If you want,
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there's also kind of a hidden feature in this ui in that you
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can right click on the generate button and click generate forever,
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and then it'll just continue until you stop, which can be helpful.
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If you just want to watch and see if any results catch your eye.
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One disadvantage is that the previous generations will no longer appear in here,
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so you have to go into your outputs folder.
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But I do see some that I like.
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This one's my favorite so far.
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Let's work with this one.
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Our next step is we go to the image to image tab with the same exact settings.
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So i'm just gonna send this to image to copy all the settings,
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even though it's not the image I want.
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And then I can remove it and drag in the one I do like,
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what i'm gonna do now is actually upscale this with not an up scalar,
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but an image to image method that one of you taught me.
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Namely, I can just increase the width and height to10,
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24by10, 24.
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Set the batch count to one.
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I only need one same sampling method to embarrass,
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actually turn down the de noising strength to.2,
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which makes it easier on my gpu and doesn't change the results too much,
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but adds detail and scales it up.
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So that's really cool.
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You have to remember to hit tiling.
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So it continues to be seamless.
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And now we generate, again,
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here it is.
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So you can see it's pretty big.
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It's bigger than the5, 12×512result for sure.
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It can be blurry in parts,
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but it's definitely a usable texture.
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We could edit this in more detail if we wanted to within painting and so forth,
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but i'm gonna save this.
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So right, click,
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save image as make a new folder here and i'm gonna call it dirt and moss.
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Sd underscore original.
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So here we go.
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I'm saving it as apng and hit save.
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Now we're gonna go enter materialize.
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After downloading materialize,
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I just un compress the folder into my local disk c which doesn't require
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any special permissions to put anything in.
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Now I can just open it any other app.
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It opens.
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And funnily enough, this is actually running in unity.
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So this is basically a game that's running here.
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It's all kind of small.
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So i'm sorry about that.
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I can't really zoom in at all on these,
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but i'll read them out to you.
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And there's this object here that we can use to preview our existing material.
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The first thing we're gonna do is import our diffuse map just by clicking
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this button here,
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navigate to the folder you saved it in.
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If I want, I can select this folder and click add to favorites.
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So it adds it in here and we don't have to navigate there every time
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and here it is,
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select it.
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It opens and you can already preview the color,
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but it's completely two dimensional.
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What do we do?
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We make a height map first.
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To do that we go to the far left here where it says height map and hit create.
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Now you can see the slider you can adjust where the preview is.
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And you have some presets set here.
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And what I like doing for the height map is actually hitting details first.
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So we get a nice, crispy map here.
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We can increase the contrast if we want it to be really juicy here.
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And you can see that it's kind of increasing the height and depth.
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So just remember,
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dark goes in, white goes up,
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like any depth map are similar.
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That looks kind of accurate.
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And I can click set as height map.
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If i'm happy with it,
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you also have all these detail sliders that i'm not gonna get into.
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Now we have that.
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And now next we want to make a normal map.
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So same we click create.
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Here we go.
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It made a normal map pretty much instantly from our height map.
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Again,
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we can kind of change the contrast here if we don't want such an extreme thing,
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but I actually kind of like it.
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We do have a very crispy end result that we're going for.
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So I can set that as my normal map.
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Now we're already getting somewhere.
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So with these three,
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we can actually preview arm a nice material by hitting
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the show full material button.
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It'll make a preview.
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So we can see kind of how it's displaced.
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We also have different objects.
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We can map it onto.
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Here's a little sphere where we see our map,
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we can put it on a cube, et cetera.
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Here we can kind of tell something's not quite right.
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I would say the height map is a little extreme,
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so we can go back into create if we want now that we've generated
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a normal map from the detailed one,
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we can also hit the displacement.
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Preset.
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The displacement isn't quite as extreme.
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It's a little more blurry.
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If we set that as a height map and preview again,
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you can see it's a little better.
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It's not quite as crispy.
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Now.
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What i'm sure you're noticing as well is that it is a little shiny,
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and that's because we don't have a good roughness map
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yet or rather a smoothness map.
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Making it think that we want a very glossy texture.
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We can fix that by going to smooth this map create.
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This is the exact inverse of a roughness map.
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If you work in blender at all, for example,
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the roughness value increases how little something reflects.
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Right?
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So if you turn up roughness to one,
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it doesn't shine at all.
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There's no glossiness.
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And if it's at zero, it's fully glossy.
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Smoothness is the opposite.
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If smoothness is fully white,
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I can show you by turning up the base smoothness to white,
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it will be super shiny.
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It looks wet.
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And if we turn it to fully black,
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it's the same as if we set the roughness to fall,
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making it completely met in real life.
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We want something in the middle there.
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So i'm going to adjust the base smoothness to something like that.
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I we don't want a wet texture,
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but we do want a little bit,
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so I can increase the contrast a little bit,
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make some spots a little brighter than others.
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The moss maybe is a little dewey, something like that.
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Once we're happy with that,
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I said it as a smoothness,
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show the full material again.
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You can see it's a little shiny.
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We have a nice, mossy, dirt, texture here.
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On a sphere, it looks like this.
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You can adjust any of these at any..
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Now,
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the final thing that we also get from polly is an ambient occlusion map,
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which makes this whole thing really pop.
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If we hit create,
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it'll simulate how the light falls onto it.
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You can see that it attempted to guess where the shading would be.
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Just a little bit,
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we can increase the power if we want it to be
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really extreme and three dimensional set that as the mbn inclusion map.
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And now you can see it just added a little bit more detail and shading
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to our final material preview.
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I think that's pretty neat.
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We can now save our project.
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Let's do file format,
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png save project,
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and name it,
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dirt and moss select.
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Now, in our pbr materials folder,
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you can see we now have all those maps saved.
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Here's our ambient occlusion map,
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here's the original diffuse map,
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here's the height map,
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our normal map,
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and our smoothness map,
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which is practically black.
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Last,
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but not least we have this little materialize file in here so that we
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can always go back into materialize and edit our project.
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But like I said in the beginning there is a much easier way to make
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pbr materials using ai and that's with polly.
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Polly can be found at with polly dot com and it's
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a three d material creator using ai but that not only can we create
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our own ppr materials by entering prompts in here.
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It's also a giant community library of existing textures.
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As you can see,
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you can browse all of these community creative textures down here and see
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if maybe someone already made the material you're looking for.
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You can click on any of these and check it out.
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It's really high quality.
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It has all the necessary maps from the color map also nice and flat.
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With normal maps, height maps,
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ammunition, and roughness.
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So all the ones that we created with a little more effort earlier,
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it's free for personal and educational use already,
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and has a commercial license possible with poly infinity.
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But let's create our own with the prompt we had earlier.
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Let's enter that dirt and moss.
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You can see it's already searching the library as well.
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In case someone has already made it with pebbles,
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close up,
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detailed photo, real.
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I detail.
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Here are some decent results.
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You can see.
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There's something mossy, lightly, plenty.
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There's dirt with pebbles, but not exactly what we want.
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So nothing easier than that.
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We just hit generate, and it's gonna make what we want.
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You can see up here is a loading bar.
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Here.
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You can edit your prompt.
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You can pick your resolution up to two k is included.
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And with poly infinity,
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you can go up to eight k Down here.
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If more specifically what material you want,
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you can select from general, organic.
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If it's fleshy or wet,
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you want something like that, matt,
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and shiny.
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In just a moment,
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we will see what it's generated for us with these default settings.
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Once it hits the end of the loading bar,
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I assume it's generated the base color and is now making all the maps.
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Like you see.
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So here you go.
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You can see we got the pebbles, we got dirt,
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we got a little bit of moss there.
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And a nice three d preview here.
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If you want, you can change the background and the environment set it to.
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Let's do sunset and you see how it looks in a different light.
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So that's pretty cool.
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And as you can see down here,
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not only did it create the color or albedo map, the diffuse texture,
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but it also made your normal map,
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the height map,
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the ambient occlusion map,
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the roughness that you can all use to bring this into any three d program
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of your choice.
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But let's say you want to see something else.
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You want to see what else is generated.
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It actually made four different options of our prompt.
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You can see down here, maybe it's a little closer to what we made earlier.
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So we want this one or this one.
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And you can easily just select one of these.
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It'll set that as the color map.
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Now we do have to create the rest of the maps manually now because it
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would have taken forever to make all of those.
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Just in case we want a different one.
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But for that we have these other features,
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so we can click on make seamless and hit that button.
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It'll generate a seamless texture from this image as well very quickly.
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And here it is.
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Now we want all the others right?
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For that, we have this button to make pbr maps.
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We can select general,
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hit what we want,
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those three, we want all three,
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and now generate the pbr maps.
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And that's how quickly we have a new material.
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You can adjust anything you want.
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Go urban here and check out our text, our texture.
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We can also adjust all of our render options.
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We can say, let's make it smaller.
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We can check the tiling.
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We can adjust the height of the displacement and also remove visibility
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of several maps.
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If we don't want the displacement right now in our preview or the normal.
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We can check all of that out here.
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If you want to use anything you find in the Polly library or one
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of your own generations commercially and want access to features
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like eight k resolution and much faster speeds.
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Be sure to check out poly infinity with the coupon code, Albert,
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you will get 1 month Free and can use anything you create
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forever with no extra commitments.
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So make sure you visit with dot com and sign up.
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Here's a comparison again of our two materials.
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This is the one we made using local stable diffusion and materialize.
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We have everything we prompted, right?
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Some dirt, some moss, some pebbles.
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I and here's the result on Polly after some more editing of the prompt.
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It's really nice and detailed.
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You can tell all the individual pebbles, the moss, the dirt.
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It's definitely more realistic than what I was able to achieve locally.
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Here is the full prompt for those interested.
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I did set the material type to organic and the resolution to two k
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still were fully remaining in the Free tier.
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I hope this video was helpful to you in any way.
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If it was hit that subscribe button and like to enable me to make
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more videos for you like this one.
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As always, I'm Albert bosses on.
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Thank you for watching and have fun with stable diffusion.
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