SUPPORT THESE TUTORIALS MY WEBSITE In this blender (2.8) tutorial we go over how to plug PBR textures into the principled bsdf shader so that we can render with cycles/eevee. More specifically, we talk about ambient occlusion, basecolor, metallic, roughness, normal, and height maps. Some general notes: 1) Make sure that the following maps are set to non-color data: metallic, roughness, normal, height 2) Do not use ambient occlusion in cycles/eevee 3) Always convert normal image to a normal map 4) Have all your maps share the same texture coordinate mapping
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