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Fax simple validated
[Music] hey guys this is Thomas from stylize station and I have an interesting topic today hopefully a pretty quick one but it's about RGB and PBR validation for when you need to get something into an engine so say you've textured this asset which I've textured this one it's available in the 3d artist coloring book by the way so you can go check that out I'll leave a link in the description but how do you know that when you that you've put in the correct values of this asset and of the color and of the base of the roughness to make sure that it's actually going to look the exact same as it is here in your engine there is actually a way to check and that is with the PBR validate filter or I guess you'd call it a filter now I've got two here and I'm going to show you guys exactly how to download it as well so what you can do is basically once you've downloaded the file and I'll provide the file for you all you have to do is let's go to my downloads and you can see I've got the PBR validate it'll download as an SBS a are all you have to do drag and drop it and then it's gonna create the import file and then you can put it in as I typically put it into the filter just to keep it organized and then you can import it so then it'll appear down here now let me quickly explain something to you guys about PBR and PBR validation and why it is important so basically it's how do I explain this physically based rendering is it's it's a method of shading and rendering that provides a more accurate representation of how light interacts with surfaces so basically I'm actually taking a lot of this from an 80 level article as well so I'll leave a link in the description PBR basically removes the guesswork of certain aspects of material creation such as specularity which is used based you know on physically accurate formulas the material will also look at accurate lighting and all or accurate in all lighting simulations and a lot for like basically a consistent workflow for the artist so this is why PBR validate' is so important so we're basically just gonna focus on base color PBR validation today because you can get into breathless reflectivity and metallic and stuff but I basically am only using base color in this material so I'll just give you an example so let me explain how base color PBR validation works so the base color map dictates the color for the material and when working with PBR in substance painter there are a few rules we have to follow to ensure this texture is as accurate as possible one main rule is that the base color should not have any lighting information in it period we want this material to render properly in any environment so if any lighting were to be baked into the base color it would render incorrectly in different environments hence PBR validation another will rule me we should probably follow is the base color shouldn't be too dark or too light just like in the real world nothing is absolute black or white so the same must be the same for this texture great so that's basic understanding basically it's just a set of rules that you have to follow to make sure that your workflow states can just consistent when you move it to another engine so just to just to recap real quick base color should have no lighting information okay number one dark values should not be lower than a certain value which is technically 30s RGB which is the tolerant range or a 50s RGB which is a strict range bright values should also not be higher than 240 srgb so if you guys are wondering what sRGB is srgb basically stands for standard red green blue it's an RGB color space that HP and Microsoft created in about 1996 to use on mic on monitors printers and the internet so it's basically a standardization of color that everyone should go by and that's exactly what srgb is I think I have an image I could pull up just to show you guys exactly what we're talking about let's see if I can open it up here okay so Kiera is the sRGB range so this this small triangle right in here all of your values should technically fall within this range and I believe Adobe updated it at a certain point okay anyway so for the long introduction I had to explain it but basically now you guys have a somewhat decent understanding of how it works awesome so let's actually move into creating or getting the PBR validator in there and seeing if we can get this piece a little closer to make sure that is PBR validated so all you have to do is take your PBR validate from here and drag it up now oh that actually looks pretty good so mine's pretty good so far before we get going let's just mention that this one the PBR validate tool for substance painter was originally created by Wes McDermott of the substance painter team so credit to him and then this one I'm using was actually updated for substance alchemists such as painter 2019 by HIPPA key entertainment and I'll leave a link to them as well so credit goes to them I did not make this okay great so you drag it to the top of the stack and it's basically gonna mean Green is good red is bad so you can see there's some values here in and around the shadows that probably need to be worked on a little bit and I'm gonna guess that these values are just a little bit too dark so this would be a pretty easy example so what you can do is you can turn it off and you can see yet indeed these are basically pure black and since pure black doesn't really exist in the real world we know that this may be neat to be needs to be brightened a little bit so how do we isolate this to know what is causing the problem basically you can go down into the I know it's wood right so we can go add down into the wood folder and you can start taking off and adding on clicking clicking layers that don't really work so it's obviously the dirt filter right here so this obviously has a srgb value that is much too low for PBR validation and most game engines so you have a few options you could remove it I guess or we can mess with the base color values too try and make it a little more realistic so you can see I put this as a pure black initially so all you do is you bring it up a little bit don't have to go too high but there we go so basically that is pretty much cleaned out you turn it off and that is a little more acceptable now there's a bit of balancing problem because we've lost some of the ambient occlusion so let's bring it down a little bit and pop it back on let's see how low we can get it before the red really starts to kick in and that's pretty much as far as we can go so there we go that's a nice little tweak and it is now PBR validated there are little pieces in here on the actual dark metal maybe we can fix those up it might just be the overall might just be the overall let's ease it in the handle maybe it's in the light assuming it's in the dark see if we can change it I don't think there's anything we can do about this one because this is probably the ambient occlusion that's actually baked into the texture and maybe we can confirm that by removing yeah so that's actually the ambient occlusion map itself so I removed that and everything seems to be all good and validated so I wouldn't recommend it you can obviously use a filter I would use a filter just to drop the values a little bit and for this again this is going to be the same problem for the would most likely or sorry the handle most likely that the dirt that I've used is a pure black again so we need to lighten this just a little bit let's up the value and we're done and overall that looks pretty good to me you can have a little few pieces here and there that are a little too dark to me that's okay and just like that we've barely changed the material barely changed it and now we have our asset which is fully I mean 99% PBR validated so that's it again I will leave a link if you want to download this yourself if I I highly recommend you downloading this I'll leave a link in the description where you can grab it if you are serious about getting this into one engine like if you're creating in substance painter and you're going to move to Unreal Engine ue for whatever unity I would highly suggest using this before you move it over into anything else this is so basically that you've remained consistent and the material doesn't change really from engine to engine at least not too dramatically it always will look a little different so that's it guys I really hope you enjoyed the video I really liked doing these quick little videos to show you these fun little useful tools let me know what you think in the comments below if you like the videos I do these very consistently so make sure you subscribe give us a like and I will see you guys in the next video thanks for watching [Music] [Applause] [Music] [Music]
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