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These are the user uploaded subtitles that are being translated: 1 00:00:06,560 --> 00:00:07,070 I'm albert. 2 00:00:07,080 --> 00:00:11,390 And today i'm gonna show you how to make pbr materials using ai including 3 00:00:11,400 --> 00:00:12,190 a color map, 4 00:00:12,280 --> 00:00:13,470 normal map, height map, 5 00:00:13,480 --> 00:00:14,630 ambient occlusion map, 6 00:00:14,640 --> 00:00:15,950 and roughness map. 7 00:00:15,960 --> 00:00:17,950 I have two methods that i'll show you today. 8 00:00:17,960 --> 00:00:19,990 Both are fundamentally free. 9 00:00:20,170 --> 00:00:23,980 One is a little more complicated than manual and the second is provided 10 00:00:23,990 --> 00:00:27,870 by today's sponsor poly from with polly dot com who have a 11 00:00:27,880 --> 00:00:31,550 reliable online service that lets you make pbr materials and check 12 00:00:31,560 --> 00:00:34,190 out an existing library of community assets. 13 00:00:34,200 --> 00:00:37,270 But first let's get going with the first and and local method. 14 00:00:37,280 --> 00:00:38,830 You will need three things. 15 00:00:38,840 --> 00:00:39,390 First of all, 16 00:00:39,400 --> 00:00:43,230 the auto eleven eleven stable diffusion ui which looks like this, 17 00:00:43,240 --> 00:00:47,150 or actually any way to use stable diffusion that you want, 18 00:00:47,160 --> 00:00:49,910 because we don't need any special features or extensions. 19 00:00:49,920 --> 00:00:53,670 This is all easily done with most installations of stable diffusion. 20 00:00:54,230 --> 00:00:57,540 Now, you will need some basic knowledge of how to use this stuff, 21 00:00:57,550 --> 00:01:00,020 so make sure you're comfortable with using stable diffusion, 22 00:01:00,030 --> 00:01:01,820 but it's really not hard. 23 00:01:02,660 --> 00:01:05,130 I'm sure you can follow along even with little experience. 24 00:01:05,140 --> 00:01:08,730 Then next you will need the model texture, diffusion, 25 00:01:08,740 --> 00:01:13,390 which is most easily downloaded on civic ai this is a model trained 26 00:01:13,400 --> 00:01:14,670 on creative commons, 27 00:01:14,680 --> 00:01:15,870 zero textures, 28 00:01:15,880 --> 00:01:19,150 which means it's nice and flat, like a good, 29 00:01:19,160 --> 00:01:20,950 diffuse texture should be. 30 00:01:21,160 --> 00:01:23,350 You can tell here in this example, with the stones, 31 00:01:23,360 --> 00:01:25,430 there is not a lot of shading or anything, 32 00:01:25,440 --> 00:01:26,670 because in a good texture, 33 00:01:26,680 --> 00:01:28,950 that's all added later through the height maps, 34 00:01:28,960 --> 00:01:30,710 the ambient occlusion and so forth. 35 00:01:31,100 --> 00:01:33,890 This is a great model that you can download for free. 36 00:01:33,900 --> 00:01:36,650 It doesn't need any va es or any of that complicated stuff. 37 00:01:36,760 --> 00:01:39,750 You just click here and put it in your models folder like you would 38 00:01:39,760 --> 00:01:41,550 with any other stable diffusion model. 39 00:01:42,210 --> 00:01:46,160 Then last but not least you need the materialized tool which is 40 00:01:46,170 --> 00:01:48,600 available also via the link in the description. 41 00:01:48,610 --> 00:01:52,990 It's a free tool built in unity that allows you to create all sorts of maps 42 00:01:53,000 --> 00:01:54,470 based on a diffuse texture. 43 00:01:54,480 --> 00:01:58,000 So you can just download that for windows and put it in a folder where you 44 00:01:58,010 --> 00:01:59,960 don't need any special permissions to run it. 45 00:02:00,260 --> 00:02:01,450 More on that later. 46 00:02:01,460 --> 00:02:03,290 But first, let's get prompting, 47 00:02:03,300 --> 00:02:06,250 because it's quite simple to create a diffuse texture using 48 00:02:06,260 --> 00:02:07,690 the texture diffusion model. 49 00:02:07,880 --> 00:02:08,630 In stable diffusion, 50 00:02:09,200 --> 00:02:12,830 a great way to start your prompt using this model is by entering pbr 51 00:02:12,840 --> 00:02:14,430 which kind of activates the model. 52 00:02:14,700 --> 00:02:16,380 That's a good trigger word. 53 00:02:16,740 --> 00:02:19,090 And then you just describe what you want. 54 00:02:19,100 --> 00:02:20,730 So I want, let's say, 55 00:02:20,740 --> 00:02:23,830 dirt and moss with pebbles. 56 00:02:24,170 --> 00:02:25,060 And let's add some more descriptors. 57 00:02:25,070 --> 00:02:28,060 So what I found is close up is usually pretty good. 58 00:02:28,070 --> 00:02:29,220 It gives nice detail, 59 00:02:29,750 --> 00:02:29,990 detailed. 60 00:02:30,000 --> 00:02:31,110 I want it realistic. 61 00:02:31,120 --> 00:02:33,260 So i'm gonna add photo, 62 00:02:34,180 --> 00:02:36,310 real, high detail, 63 00:02:36,680 --> 00:02:38,430 basically like you're prompting anything else. 64 00:02:38,440 --> 00:02:40,110 And now the negative prompt, 65 00:02:40,560 --> 00:02:43,690 as you would, I don't want it to be cartoon or illustration. 66 00:02:43,700 --> 00:02:47,140 No, three d render sketch, 67 00:02:48,290 --> 00:02:50,030 black and white, 68 00:02:50,480 --> 00:02:51,710 b and w that sort of thing. 69 00:02:52,040 --> 00:02:53,470 If you do want a black and white texture, 70 00:02:53,880 --> 00:02:55,270 you shouldn't prompt against it. 71 00:02:55,280 --> 00:02:55,990 Obviously. 72 00:02:56,650 --> 00:03:00,800 Now my favorite sampler has become dpm plus two m caress. 73 00:03:00,810 --> 00:03:01,640 It's nice and fast. 74 00:03:01,650 --> 00:03:02,920 It's really detailed. 75 00:03:03,430 --> 00:03:06,120 I want enough sampling steps to really get some details. 76 00:03:06,130 --> 00:03:12,550 I'm gonna put that up to 50 I want four options for different options 77 00:03:12,560 --> 00:03:13,230 to pick from. 78 00:03:13,590 --> 00:03:16,100 And width and height is512×512. 79 00:03:16,110 --> 00:03:16,860 That's perfect. 80 00:03:16,870 --> 00:03:18,740 Cfg scale seven is great. 81 00:03:19,880 --> 00:03:20,670 Very important. 82 00:03:20,680 --> 00:03:23,350 We do want a seamless texture, so we can tile it. 83 00:03:23,360 --> 00:03:25,180 So we have to hit this tiling option, 84 00:03:25,190 --> 00:03:27,350 which is also available in other interfaces. 85 00:03:27,360 --> 00:03:27,970 I'm sure. 86 00:03:28,770 --> 00:03:29,770 And that's it. 87 00:03:29,780 --> 00:03:32,170 We can already hit generate and see what we get. 88 00:03:33,440 --> 00:03:34,190 Right here we go. 89 00:03:34,200 --> 00:03:39,380 We have four different options that's a little too lush for for my taste, 90 00:03:39,390 --> 00:03:40,940 but the rest looks pretty cool. 91 00:03:40,950 --> 00:03:43,550 So this one's mostly grass and moss. 92 00:03:43,560 --> 00:03:44,790 There's dirt, there's pebbles in it. 93 00:03:44,800 --> 00:03:45,790 It did what we wanted. 94 00:03:46,130 --> 00:03:47,800 This has little more pebbles. 95 00:03:48,980 --> 00:03:52,610 This one is the most realistic, i'd say, of the four. 96 00:03:52,620 --> 00:03:54,170 So I do kind of like that. 97 00:03:54,620 --> 00:03:55,930 Let's try to get some more out of there. 98 00:03:56,140 --> 00:03:56,530 If you want, 99 00:03:56,540 --> 00:03:59,470 there's also kind of a hidden feature in this ui in that you 100 00:03:59,480 --> 00:04:03,070 can right click on the generate button and click generate forever, 101 00:04:03,080 --> 00:04:05,830 and then it'll just continue until you stop, which can be helpful. 102 00:04:06,230 --> 00:04:09,020 If you just want to watch and see if any results catch your eye. 103 00:04:11,120 --> 00:04:14,770 One disadvantage is that the previous generations will no longer appear in here, 104 00:04:14,780 --> 00:04:16,660 so you have to go into your outputs folder. 105 00:04:18,460 --> 00:04:20,650 But I do see some that I like. 106 00:04:20,840 --> 00:04:21,950 This one's my favorite so far. 107 00:04:21,960 --> 00:04:22,870 Let's work with this one. 108 00:04:25,590 --> 00:04:30,940 Our next step is we go to the image to image tab with the same exact settings. 109 00:04:30,950 --> 00:04:33,940 So i'm just gonna send this to image to copy all the settings, 110 00:04:33,950 --> 00:04:35,460 even though it's not the image I want. 111 00:04:35,840 --> 00:04:39,150 And then I can remove it and drag in the one I do like, 112 00:04:40,110 --> 00:04:44,830 what i'm gonna do now is actually upscale this with not an up scalar, 113 00:04:44,840 --> 00:04:47,790 but an image to image method that one of you taught me. 114 00:04:47,800 --> 00:04:50,070 Namely, I can just increase the width and height to10, 115 00:04:50,080 --> 00:04:52,920 24by10, 24. 116 00:04:54,060 --> 00:04:54,990 Set the batch count to one. 117 00:04:55,000 --> 00:04:58,240 I only need one same sampling method to embarrass, 118 00:04:59,490 --> 00:05:03,480 actually turn down the de noising strength to.2, 119 00:05:03,840 --> 00:05:07,440 which makes it easier on my gpu and doesn't change the results too much, 120 00:05:07,450 --> 00:05:10,350 but adds detail and scales it up. 121 00:05:10,360 --> 00:05:11,470 So that's really cool. 122 00:05:12,600 --> 00:05:14,690 You have to remember to hit tiling. 123 00:05:14,700 --> 00:05:16,490 So it continues to be seamless. 124 00:05:16,860 --> 00:05:18,410 And now we generate, again, 125 00:05:20,170 --> 00:05:20,680 here it is. 126 00:05:20,690 --> 00:05:21,880 So you can see it's pretty big. 127 00:05:21,890 --> 00:05:24,120 It's bigger than the5, 12×512result for sure. 128 00:05:24,130 --> 00:05:25,560 It can be blurry in parts, 129 00:05:25,570 --> 00:05:27,360 but it's definitely a usable texture. 130 00:05:27,560 --> 00:05:30,870 We could edit this in more detail if we wanted to within painting and so forth, 131 00:05:30,880 --> 00:05:32,790 but i'm gonna save this. 132 00:05:33,240 --> 00:05:33,840 So right, click, 133 00:05:33,850 --> 00:05:40,220 save image as make a new folder here and i'm gonna call it dirt and moss. 134 00:05:41,080 --> 00:05:44,400 Sd underscore original. 135 00:05:44,690 --> 00:05:45,490 So here we go. 136 00:05:45,500 --> 00:05:49,010 I'm saving it as apng and hit save. 137 00:05:49,560 --> 00:05:52,030 Now we're gonna go enter materialize. 138 00:05:52,280 --> 00:05:53,550 After downloading materialize, 139 00:05:53,560 --> 00:05:57,750 I just un compress the folder into my local disk c which doesn't require 140 00:05:57,760 --> 00:05:59,630 any special permissions to put anything in. 141 00:06:00,200 --> 00:06:01,880 Now I can just open it any other app. 142 00:06:02,390 --> 00:06:03,030 It opens. 143 00:06:03,300 --> 00:06:06,370 And funnily enough, this is actually running in unity. 144 00:06:06,380 --> 00:06:08,690 So this is basically a game that's running here. 145 00:06:09,160 --> 00:06:10,000 It's all kind of small. 146 00:06:10,010 --> 00:06:10,950 So i'm sorry about that. 147 00:06:10,960 --> 00:06:12,660 I can't really zoom in at all on these, 148 00:06:12,670 --> 00:06:13,990 but i'll read them out to you. 149 00:06:14,630 --> 00:06:20,410 And there's this object here that we can use to preview our existing material. 150 00:06:21,080 --> 00:06:24,790 The first thing we're gonna do is import our diffuse map just by clicking 151 00:06:24,800 --> 00:06:25,510 this button here, 152 00:06:26,210 --> 00:06:28,060 navigate to the folder you saved it in. 153 00:06:28,700 --> 00:06:31,570 If I want, I can select this folder and click add to favorites. 154 00:06:31,580 --> 00:06:34,810 So it adds it in here and we don't have to navigate there every time 155 00:06:34,820 --> 00:06:35,690 and here it is, 156 00:06:36,260 --> 00:06:36,850 select it. 157 00:06:37,270 --> 00:06:39,540 It opens and you can already preview the color, 158 00:06:39,550 --> 00:06:41,820 but it's completely two dimensional. 159 00:06:42,110 --> 00:06:42,620 What do we do? 160 00:06:42,630 --> 00:06:44,380 We make a height map first. 161 00:06:44,770 --> 00:06:47,700 To do that we go to the far left here where it says height map and hit create. 162 00:06:49,090 --> 00:06:53,460 Now you can see the slider you can adjust where the preview is. 163 00:06:54,430 --> 00:06:56,190 And you have some presets set here. 164 00:06:56,500 --> 00:07:01,260 And what I like doing for the height map is actually hitting details first. 165 00:07:01,490 --> 00:07:03,890 So we get a nice, crispy map here. 166 00:07:04,590 --> 00:07:09,230 We can increase the contrast if we want it to be really juicy here. 167 00:07:09,240 --> 00:07:12,990 And you can see that it's kind of increasing the height and depth. 168 00:07:13,000 --> 00:07:14,240 So just remember, 169 00:07:14,250 --> 00:07:16,320 dark goes in, white goes up, 170 00:07:16,330 --> 00:07:17,840 like any depth map are similar. 171 00:07:18,600 --> 00:07:19,790 That looks kind of accurate. 172 00:07:19,800 --> 00:07:21,710 And I can click set as height map. 173 00:07:21,720 --> 00:07:22,910 If i'm happy with it, 174 00:07:23,820 --> 00:07:26,750 you also have all these detail sliders that i'm not gonna get into. 175 00:07:27,840 --> 00:07:28,490 Now we have that. 176 00:07:28,830 --> 00:07:30,810 And now next we want to make a normal map. 177 00:07:31,090 --> 00:07:32,810 So same we click create. 178 00:07:33,770 --> 00:07:34,200 Here we go. 179 00:07:34,210 --> 00:07:37,640 It made a normal map pretty much instantly from our height map. 180 00:07:37,770 --> 00:07:38,240 Again, 181 00:07:38,250 --> 00:07:42,580 we can kind of change the contrast here if we don't want such an extreme thing, 182 00:07:42,590 --> 00:07:43,740 but I actually kind of like it. 183 00:07:44,050 --> 00:07:47,680 We do have a very crispy end result that we're going for. 184 00:07:47,690 --> 00:07:49,480 So I can set that as my normal map. 185 00:07:50,060 --> 00:07:51,260 Now we're already getting somewhere. 186 00:07:51,270 --> 00:07:52,260 So with these three, 187 00:07:52,270 --> 00:07:54,760 we can actually preview arm a nice material by hitting 188 00:07:54,770 --> 00:07:56,530 the show full material button. 189 00:07:57,180 --> 00:07:58,650 It'll make a preview. 190 00:07:58,660 --> 00:08:00,650 So we can see kind of how it's displaced. 191 00:08:00,660 --> 00:08:01,850 We also have different objects. 192 00:08:01,860 --> 00:08:02,890 We can map it onto. 193 00:08:03,290 --> 00:08:06,030 Here's a little sphere where we see our map, 194 00:08:06,040 --> 00:08:08,190 we can put it on a cube, et cetera. 195 00:08:08,920 --> 00:08:11,590 Here we can kind of tell something's not quite right. 196 00:08:11,880 --> 00:08:13,870 I would say the height map is a little extreme, 197 00:08:13,880 --> 00:08:17,820 so we can go back into create if we want now that we've generated 198 00:08:17,830 --> 00:08:19,340 a normal map from the detailed one, 199 00:08:19,350 --> 00:08:21,340 we can also hit the displacement. 200 00:08:22,350 --> 00:08:22,360 Preset. 201 00:08:22,560 --> 00:08:23,990 The displacement isn't quite as extreme. 202 00:08:24,000 --> 00:08:25,190 It's a little more blurry. 203 00:08:25,440 --> 00:08:28,070 If we set that as a height map and preview again, 204 00:08:28,200 --> 00:08:30,530 you can see it's a little better. 205 00:08:30,540 --> 00:08:32,130 It's not quite as crispy. 206 00:08:32,140 --> 00:08:32,450 Now. 207 00:08:33,260 --> 00:08:37,950 What i'm sure you're noticing as well is that it is a little shiny, 208 00:08:37,960 --> 00:08:40,590 and that's because we don't have a good roughness map 209 00:08:40,600 --> 00:08:42,590 yet or rather a smoothness map. 210 00:08:42,790 --> 00:08:45,060 Making it think that we want a very glossy texture. 211 00:08:45,070 --> 00:08:48,460 We can fix that by going to smooth this map create. 212 00:08:50,650 --> 00:08:53,170 This is the exact inverse of a roughness map. 213 00:08:53,940 --> 00:08:56,090 If you work in blender at all, for example, 214 00:08:56,100 --> 00:09:01,430 the roughness value increases how little something reflects. 215 00:09:01,440 --> 00:09:01,790 Right? 216 00:09:01,800 --> 00:09:03,310 So if you turn up roughness to one, 217 00:09:03,570 --> 00:09:05,360 it doesn't shine at all. 218 00:09:05,370 --> 00:09:06,600 There's no glossiness. 219 00:09:06,610 --> 00:09:09,120 And if it's at zero, it's fully glossy. 220 00:09:09,130 --> 00:09:10,520 Smoothness is the opposite. 221 00:09:10,800 --> 00:09:12,600 If smoothness is fully white, 222 00:09:12,610 --> 00:09:17,040 I can show you by turning up the base smoothness to white, 223 00:09:17,740 --> 00:09:20,100 it will be super shiny. 224 00:09:20,110 --> 00:09:21,420 It looks wet. 225 00:09:22,460 --> 00:09:24,510 And if we turn it to fully black, 226 00:09:26,320 --> 00:09:28,480 it's the same as if we set the roughness to fall, 227 00:09:28,490 --> 00:09:32,740 making it completely met in real life. 228 00:09:32,750 --> 00:09:34,420 We want something in the middle there. 229 00:09:34,780 --> 00:09:39,170 So i'm going to adjust the base smoothness to something like that. 230 00:09:39,180 --> 00:09:41,170 I we don't want a wet texture, 231 00:09:41,800 --> 00:09:42,960 but we do want a little bit, 232 00:09:42,970 --> 00:09:45,360 so I can increase the contrast a little bit, 233 00:09:45,760 --> 00:09:48,650 make some spots a little brighter than others. 234 00:09:49,100 --> 00:09:51,650 The moss maybe is a little dewey, something like that. 235 00:09:52,580 --> 00:09:53,810 Once we're happy with that, 236 00:09:53,820 --> 00:09:55,170 I said it as a smoothness, 237 00:09:55,410 --> 00:09:56,710 show the full material again. 238 00:09:57,380 --> 00:09:59,010 You can see it's a little shiny. 239 00:09:59,760 --> 00:10:02,980 We have a nice, mossy, dirt, texture here. 240 00:10:03,630 --> 00:10:05,540 On a sphere, it looks like this. 241 00:10:06,640 --> 00:10:08,710 You can adjust any of these at any.. 242 00:10:11,350 --> 00:10:11,620 Now, 243 00:10:11,630 --> 00:10:16,620 the final thing that we also get from polly is an ambient occlusion map, 244 00:10:16,630 --> 00:10:18,500 which makes this whole thing really pop. 245 00:10:18,910 --> 00:10:19,810 If we hit create, 246 00:10:20,980 --> 00:10:23,310 it'll simulate how the light falls onto it. 247 00:10:23,890 --> 00:10:27,720 You can see that it attempted to guess where the shading would be. 248 00:10:28,050 --> 00:10:28,620 Just a little bit, 249 00:10:28,630 --> 00:10:30,380 we can increase the power if we want it to be 250 00:10:30,390 --> 00:10:34,650 really extreme and three dimensional set that as the mbn inclusion map. 251 00:10:34,660 --> 00:10:40,080 And now you can see it just added a little bit more detail and shading 252 00:10:40,090 --> 00:10:42,000 to our final material preview. 253 00:10:43,520 --> 00:10:44,710 I think that's pretty neat. 254 00:10:44,720 --> 00:10:46,190 We can now save our project. 255 00:10:46,530 --> 00:10:47,810 Let's do file format, 256 00:10:47,820 --> 00:10:50,490 png save project, 257 00:10:50,930 --> 00:10:52,480 and name it, 258 00:10:53,110 --> 00:10:57,430 dirt and moss select. 259 00:10:58,380 --> 00:11:00,250 Now, in our pbr materials folder, 260 00:11:00,260 --> 00:11:02,940 you can see we now have all those maps saved. 261 00:11:03,190 --> 00:11:04,780 Here's our ambient occlusion map, 262 00:11:06,080 --> 00:11:07,400 here's the original diffuse map, 263 00:11:08,010 --> 00:11:08,890 here's the height map, 264 00:11:09,500 --> 00:11:10,440 our normal map, 265 00:11:11,360 --> 00:11:12,570 and our smoothness map, 266 00:11:12,580 --> 00:11:14,550 which is practically black. 267 00:11:15,990 --> 00:11:16,180 Last, 268 00:11:16,190 --> 00:11:20,560 but not least we have this little materialize file in here so that we 269 00:11:20,570 --> 00:11:23,450 can always go back into materialize and edit our project. 270 00:11:23,460 --> 00:11:26,600 But like I said in the beginning there is a much easier way to make 271 00:11:26,610 --> 00:11:29,510 pbr materials using ai and that's with polly. 272 00:11:29,870 --> 00:11:32,860 Polly can be found at with polly dot com and it's 273 00:11:32,870 --> 00:11:37,870 a three d material creator using ai but that not only can we create 274 00:11:37,880 --> 00:11:40,630 our own ppr materials by entering prompts in here. 275 00:11:40,640 --> 00:11:44,150 It's also a giant community library of existing textures. 276 00:11:44,570 --> 00:11:45,360 As you can see, 277 00:11:45,370 --> 00:11:49,720 you can browse all of these community creative textures down here and see 278 00:11:49,730 --> 00:11:53,200 if maybe someone already made the material you're looking for. 279 00:11:53,210 --> 00:11:56,340 You can click on any of these and check it out. 280 00:11:56,350 --> 00:11:57,380 It's really high quality. 281 00:11:57,390 --> 00:12:01,500 It has all the necessary maps from the color map also nice and flat. 282 00:12:02,010 --> 00:12:04,310 With normal maps, height maps, 283 00:12:04,580 --> 00:12:06,510 ammunition, and roughness. 284 00:12:06,520 --> 00:12:10,110 So all the ones that we created with a little more effort earlier, 285 00:12:10,870 --> 00:12:13,500 it's free for personal and educational use already, 286 00:12:13,760 --> 00:12:17,430 and has a commercial license possible with poly infinity. 287 00:12:17,440 --> 00:12:19,750 But let's create our own with the prompt we had earlier. 288 00:12:19,760 --> 00:12:22,810 Let's enter that dirt and moss. 289 00:12:23,070 --> 00:12:25,340 You can see it's already searching the library as well. 290 00:12:25,350 --> 00:12:29,080 In case someone has already made it with pebbles, 291 00:12:29,430 --> 00:12:30,460 close up, 292 00:12:31,650 --> 00:12:34,520 detailed photo, real. 293 00:12:35,240 --> 00:12:37,160 I detail. 294 00:12:39,390 --> 00:12:40,270 Here are some decent results. 295 00:12:40,280 --> 00:12:40,630 You can see. 296 00:12:40,640 --> 00:12:42,310 There's something mossy, lightly, plenty. 297 00:12:42,320 --> 00:12:44,710 There's dirt with pebbles, but not exactly what we want. 298 00:12:44,720 --> 00:12:46,550 So nothing easier than that. 299 00:12:46,790 --> 00:12:49,700 We just hit generate, and it's gonna make what we want. 300 00:12:50,200 --> 00:12:51,710 You can see up here is a loading bar. 301 00:12:51,720 --> 00:12:52,070 Here. 302 00:12:52,080 --> 00:12:53,190 You can edit your prompt. 303 00:12:53,200 --> 00:12:55,870 You can pick your resolution up to two k is included. 304 00:12:55,880 --> 00:12:57,030 And with poly infinity, 305 00:12:57,040 --> 00:12:59,600 you can go up to eight k Down here. 306 00:12:59,610 --> 00:13:01,880 If more specifically what material you want, 307 00:13:01,890 --> 00:13:04,000 you can select from general, organic. 308 00:13:04,010 --> 00:13:06,160 If it's fleshy or wet, 309 00:13:06,710 --> 00:13:08,320 you want something like that, matt, 310 00:13:08,650 --> 00:13:09,800 and shiny. 311 00:13:10,850 --> 00:13:11,760 In just a moment, 312 00:13:11,770 --> 00:13:14,800 we will see what it's generated for us with these default settings. 313 00:13:16,190 --> 00:13:17,710 Once it hits the end of the loading bar, 314 00:13:17,720 --> 00:13:20,910 I assume it's generated the base color and is now making all the maps. 315 00:13:21,350 --> 00:13:21,920 Like you see. 316 00:13:21,930 --> 00:13:22,880 So here you go. 317 00:13:23,150 --> 00:13:24,980 You can see we got the pebbles, we got dirt, 318 00:13:24,990 --> 00:13:26,580 we got a little bit of moss there. 319 00:13:27,080 --> 00:13:29,440 And a nice three d preview here. 320 00:13:30,030 --> 00:13:33,480 If you want, you can change the background and the environment set it to. 321 00:13:33,970 --> 00:13:37,550 Let's do sunset and you see how it looks in a different light. 322 00:13:37,790 --> 00:13:38,500 So that's pretty cool. 323 00:13:38,510 --> 00:13:40,040 And as you can see down here, 324 00:13:40,250 --> 00:13:44,850 not only did it create the color or albedo map, the diffuse texture, 325 00:13:44,860 --> 00:13:46,770 but it also made your normal map, 326 00:13:47,850 --> 00:13:48,560 the height map, 327 00:13:49,370 --> 00:13:50,590 the ambient occlusion map, 328 00:13:51,470 --> 00:13:54,620 the roughness that you can all use to bring this into any three d program 329 00:13:54,630 --> 00:13:55,340 of your choice. 330 00:13:55,680 --> 00:13:57,750 But let's say you want to see something else. 331 00:13:57,760 --> 00:13:58,990 You want to see what else is generated. 332 00:13:59,440 --> 00:14:03,470 It actually made four different options of our prompt. 333 00:14:03,770 --> 00:14:06,570 You can see down here, maybe it's a little closer to what we made earlier. 334 00:14:06,580 --> 00:14:08,170 So we want this one or this one. 335 00:14:08,530 --> 00:14:11,290 And you can easily just select one of these. 336 00:14:11,920 --> 00:14:13,550 It'll set that as the color map. 337 00:14:13,990 --> 00:14:18,060 Now we do have to create the rest of the maps manually now because it 338 00:14:18,070 --> 00:14:19,980 would have taken forever to make all of those. 339 00:14:20,220 --> 00:14:21,890 Just in case we want a different one. 340 00:14:22,190 --> 00:14:23,580 But for that we have these other features, 341 00:14:23,590 --> 00:14:27,440 so we can click on make seamless and hit that button. 342 00:14:27,840 --> 00:14:32,010 It'll generate a seamless texture from this image as well very quickly. 343 00:14:32,330 --> 00:14:33,060 And here it is. 344 00:14:33,430 --> 00:14:35,170 Now we want all the others right? 345 00:14:35,430 --> 00:14:38,550 For that, we have this button to make pbr maps. 346 00:14:38,870 --> 00:14:40,820 We can select general, 347 00:14:41,950 --> 00:14:42,750 hit what we want, 348 00:14:43,990 --> 00:14:45,220 those three, we want all three, 349 00:14:45,230 --> 00:14:47,740 and now generate the pbr maps. 350 00:14:49,220 --> 00:14:51,290 And that's how quickly we have a new material. 351 00:14:52,630 --> 00:14:54,060 You can adjust anything you want. 352 00:14:54,640 --> 00:14:57,980 Go urban here and check out our text, our texture. 353 00:14:59,010 --> 00:15:01,080 We can also adjust all of our render options. 354 00:15:01,170 --> 00:15:02,520 We can say, let's make it smaller. 355 00:15:02,530 --> 00:15:03,720 We can check the tiling. 356 00:15:04,890 --> 00:15:09,940 We can adjust the height of the displacement and also remove visibility 357 00:15:09,950 --> 00:15:10,580 of several maps. 358 00:15:10,710 --> 00:15:13,740 If we don't want the displacement right now in our preview or the normal. 359 00:15:14,210 --> 00:15:16,520 We can check all of that out here. 360 00:15:16,530 --> 00:15:19,040 If you want to use anything you find in the Polly library or one 361 00:15:19,050 --> 00:15:22,160 of your own generations commercially and want access to features 362 00:15:22,170 --> 00:15:24,640 like eight k resolution and much faster speeds. 363 00:15:24,770 --> 00:15:28,080 Be sure to check out poly infinity with the coupon code, Albert, 364 00:15:28,090 --> 00:15:31,600 you will get 1 month Free and can use anything you create 365 00:15:31,610 --> 00:15:33,960 forever with no extra commitments. 366 00:15:33,970 --> 00:15:36,890 So make sure you visit with dot com and sign up. 367 00:15:37,130 --> 00:15:40,000 Here's a comparison again of our two materials. 368 00:15:40,010 --> 00:15:43,920 This is the one we made using local stable diffusion and materialize. 369 00:15:44,130 --> 00:15:45,840 We have everything we prompted, right? 370 00:15:45,850 --> 00:15:48,350 Some dirt, some moss, some pebbles. 371 00:15:48,360 --> 00:15:52,350 I and here's the result on Polly after some more editing of the prompt. 372 00:15:52,760 --> 00:15:54,150 It's really nice and detailed. 373 00:15:54,160 --> 00:15:57,750 You can tell all the individual pebbles, the moss, the dirt. 374 00:15:58,030 --> 00:16:00,990 It's definitely more realistic than what I was able to achieve locally. 375 00:16:01,000 --> 00:16:04,230 Here is the full prompt for those interested. 376 00:16:04,830 --> 00:16:08,380 I did set the material type to organic and the resolution to two k 377 00:16:08,790 --> 00:16:11,870 still were fully remaining in the Free tier. 378 00:16:12,170 --> 00:16:14,240 I hope this video was helpful to you in any way. 379 00:16:14,250 --> 00:16:17,560 If it was hit that subscribe button and like to enable me to make 380 00:16:17,570 --> 00:16:19,320 more videos for you like this one. 381 00:16:19,460 --> 00:16:21,090 As always, I'm Albert bosses on. 382 00:16:21,100 --> 00:16:24,050 Thank you for watching and have fun with stable diffusion. 30663

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