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