Smart PBR Pro - BLENDER HIGH SCHOOL

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SMART PBR PRO


STOP TO CREATE A NEW MATERIAL FROM SCRETCH!
STOP WITH MANY EXTERNAL LIBRARIES!

THE SOLUTION IS...




ONE NODE...           


INFINITE MATERIALS!


WITH SMART PBR PRO YOU CAN FINALLY:

Create a complex material without worrying about the right nodes configuration
Have full material control with minimal effort
Take advantage of its easy and intuitive interface.


YOU WILL ONLY HAVE TO:

Choose the color and / or texture
Define the index of refraction (IOR) or load it from the default list available (click here for tutorial)
Specify the Glossy amount
Add, if you will, a bump effect by placing a Bump map, a Normal Map or both together
Add, if necessary, the Subsurface Scattering (SSS) or the Translucency
Adding Car Paint effect for Metals
Define a Light Absorption and Dispersion factor for liquid materials
Define the Velvet effect or Cartoon shading.

After setting all the parameters, you need only to to connect the node to the input socket Surface on the Material Output node, through one of the available outupt connections (Dielectric, Metallic, Liquid / Glass, Velvet, Emission, Cartoon), depending on the type of material you are realizing. The Absorbption Density parameter can be activated only for liquid / glass, by connecting the output Volume to the input Volume on the Material Output node.

The node will do everything for you: calculating reflections depending by the Roughness amount, giving back your material with a very high photorealism.


TRY NOW FOR FREE THE LIGHT VERSION



WITH THE PRO VERSION YOU CAN ALSO:

Add very realistic dent, scretches, cracks, dust, grunge, drops and corrosion
Mix Bump Maps and Normal maps
Have a complete control on texture coordinates (Scale, Rotaion and Position)
Distort and Blur a Texture
Have the real IOR from a long list node
Obtain a Bump Map and a Specular Map directly by a Texture, with any other external software
Simulate Caustics (using Fake Caustics), after deactivation Caustic flags in the Light Path Panel
Obtain a realistic Military Mimetic Shader
Obtain a realistic procedural Fine Wood and Wooden Floor (parquet).



ADVANCED ENVIROMENTS
You can also deselect the BACKGROND SET AND ALL THE LIGHTS AND LIGHT THE SCENE ONLY USING THE ENVIRONMENT, choosing between a CHECKER ENVIRONMENT and a HDRI ENVIRONMENT.
You can force the camera view such as Light Path, obtaining a correct illumination on the objets on the scene and a flat or transparent (alpha) background.




LIGHT SETUP SCENE PRO 2.1

WITH THE PRO 2.1 VERSION, YOU HAVE ALSO A VERY EFFICIENT VIRTUAL STUDIO, WHERE YOU CAN CREATE AND TEST YOUR MATERIAL, CHOOSING:
- The background color (flat or checker)
- The background glossy
- 10 different illumination set (Flat, Lateral, Fear, Red, Blue, Silhouette, Up&Down, Drama, Penumbra and Cartoon)






AND ALSO, FOR FREE, YOU WILL RECEIVE THE NEW GUIDE BY BLENDER HIGH SCHOOL "PBR THEORY & BLENDER" IN PDF (FULL VALUE € 3,50).
IN THIS EBOOK, YOU WILL UNDERSTAND THE BASES OF PHOTOREALISM AND THE CORRECT MEANING OF PBR THEORY (PHYSICAL BASED RENDERING).

  


CLICK ON EACH IMAGE BELOW TO WATCH THE VIDEO TUTORIALS...



THEN, DEACTIVATING THE FLAGS "CAUSTICS" IN THE LIGHT PATH PANEL, YOU CAN RECREATE IT  CONNECTING THE SOCKET "FAKE CAUSTICS" TO TO THE MATERIAL OUTPUT NODE. DISCOVER HOW TO DO IN THIS VIDEOTUTORIAL...

YOU CAN OBTAIN A REALISTIC MILITARY MIMETIC SHADER, JUST CONNECTING THE NODE TO THE COLOR 1 TO THE MAIN NODE.

IT IS VERY SIMPLY CREATE A REALISTIC WOOD OR A WOODEN FLOORING (PARQUET), USING THE PROCEDURAL WOOD SHADER.

YOU CAN OBTAIN A REALISTIC MILITARY MIMETIC SHADER, JUST CONNECTING THE NODE TO THE COLOR 1 TO THE MAIN NODE.


ADD PHOTOREALISTIC EFFECTS... WATCH THE VIDEOS...


ON THE LAST VERSION, YPU CAN ALSO CREATE VERY REALISTIC PROCEDURAL DROPS ON THE SURFACES.


CLICK ON THE LOGO BELOW TO WATCH THE VIDEOTUTORIALS ON THE OTHER TOOLS...


ONE NODE...           


INFINITE MATERIALS!


BUY NOW THE PRO VERSION:

   

SMART PBR LIGHT
V. 1.0
SMART PBR PRO
V. 1.2



FEATURES

6 SHADER OUTPUTYESYES
FAKE CAUSTICSNOYES
MIX COLORS AND TEXTURESYESYES
SUBSURFACE SCATTERINGYESYES
TRANSLUCENCYYESYES
CAR PAINT EFFECTYESYES
SHADOW ATTENUATIONYESYES
LIGHT ABSORPTIONYESYES
LIGHT DISPERSIONYESYES
TEXTURE COORDINATE TOOLSNOYES
MIX BUMP AND NORMAL MAPSNOYES
TEXTURE DISTORTION AND BLURINGNOYES
1 TO 3 TEXTURESNOYES
IOR MATERIAL LISTNOYES
SCRATCHES, DENT, DUST, GRUNGE, CORROSION, CRACKS, DROPSNOYES
MILITARY MIMETIC SHADERNOYES
PROCEDURAL WOOD AND PARQUETNOYES
LIGHT SETUPS210
LIGHT SETUP SCENE 2.1NOYES
PBR THEORY AND BLENDER (PDF)NOYES

FREE
ONLY € 19,00



   


IF YOU SHOULD NOT BE CONSIDERED SATISFIED FOR THE QUALITY OF THE PRODUCT, SEND A PEC TO BLENDERHIGHSCHOOL@GMAIL.COM, WITHIN 7 DAYS, EXPLAINING THE REASON AND INDICATING THE DATE OF THE PURCHASE. YOU WILL BE FULLY REFOUND. FOR ANY TECHNICAL ISSUE, PLEASE, RATHEN REPORT. THANK YOU.


ABOUT THE AUTHORS


ANDREA COPPOLA
Director - CG Generalist



Architect, Designer, 3D Artist and house builder (in the past also musician and producer), he lives and works dividing himself between Rome
(where he deals mainly with architectural projects of interior and design) and Kenya (where he created two residences and a hotel).
Owner and founder of L.A.A.R. architectural firm, mainly focused in interior and furniture design, in this company he designed and followed the marketing of two kitchens.
He also works on construction sites as safety coordinator and consultant. He was assistant professor and lecturer in some University Masterclass in Rome.
He has transformed during the past years, his passion for CG, and especially for Blender,in a real job, first specializing himself in live and distance training, writing and publishing several books on Blender, Autocad, and producing video courses for all levels, then creating Blender High School.
He is one of the 5 italian Blender Foundation Certified Trainer.




STEFANO SCARIONI
CG Generalist - Creative Team leader

He is an architect with a passion for everything related to the 2D and 3D graphics, render, and more generally the return photorealistic virtual scenes.
As an architect, he works for more than 10 years in design and construction supervision both in the field of new construction and restructuring, mainly in the residential and commercial sector.
He was co-founder of the office “Stilemi” with Graphic Director duties for the design of “format” advertising for the real estate sector, and partner from 2009 to 2014 of the office “Tecnostudio Edilnova” of Voghera (residential, tertiary and renewable energy).
In recent years he approached the world of open source and currently use Blender as the main application for 3D modeling, rendering and post-production.
His specializations have been perfected over the years by profession, focusing in the world of ArchViz, but also in the field of product design and product advertising.

   
   
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