PBR Shaders are hot in the Blender community right now! Here's a new one by Floke.
All materials were done with Nexus PBR shader (except for glass); textures were created in Substance Painter.
This PBR shader allows you to export materials from Substance Painter to Cycles with texture maps that were created in SP (the values in PBR shader were tuned to provide maximum similarity to SP values, e.g. roughness 0.5 in SP is equal to roughness 0.5 in PBR shader, metalness 1 in PBR is equal to metalness 1 in SP, etc). You have opportunity to create similar materials in Cycles procedurally with some additional values that should help you in adjusting of material. Some options were included in this node preset to help you with creating custom materials(non-existing in real world, for artistic purposes).
Any critique/feedback/donation are welcome and help us to develop this project. Cheers.
10 Comments
This will probably be my standard pbr shader in the future. It works great! An extra plus for the specular workflow and for all the extra settings. Thanks for sharing this!
Thank you for response, your appreciation is inspiring. This hovewer this version is not final and we plan to add some new features, fix existing ones (such as Horizon smooth, it should work better). Currently we're working on manual.
That sounds great! Looking forward to that.
Please can anyone unload to google drive and send me the link, the site is blocked for my country. Thanks a lot in advance :)
Here link for download on MEGA
https://mega.nz/#!TMp1WbxQ!yfINMpsFuSmzJeF167Ncazm-DFsTn1px4-xQ0vmgOX8
Hi, the shader looks great.
One thing bothers me though: it completely lags my Blender (2.78,77) (Phenom X4, GTX760, 16 Gb RAM)?
Why such slow down?!
I cant tell you exactly, it works fine both on 2.78rc1 and 2.78rc2, and you're the first person with such problem. I can check your blend, maybe I can solve your problem.
P.S. Nexus shader works really fast, while creating I tried to use the minimum number of nodes
I suspect overload of the addons or one specific that slows it down...
Great work! I've been using it for a few days now, any plans on incorporating opacity maps?(for eg. glass)
Thank you, we're working on it and we would have opacity maps in the next version. However we plan to use another separate shader for glass (in order to optimize).