So, I recently created a new procedural texture, all because someone showed me a lava texture, and I instantly asked myself, “Why did someone post this texture?”. Long story short, it was a texture that left much to be desired, and with that said, I created what I felt to be an exceptional lava texture. So, let’s start looking at how this texture works.
Still, there isn’t much said in reference to using PBR textures in Blender, but I wanted to point out that is can be done in a fairly simple manner. We talked about creating PBR textures for Blender, but I didn’t go into great detail as to how and why. So, to help remedy that issue, I now have a tutorial showing you how to take PBR textures from GameTextures.com, and use them in Blender.
Needless to say, this will probably be obsolete when Blender does get true PBR support, but for now, we can still get some great materials with Physically Based Rendering textures.
EDIT: I made some very new user mistakes in the video on the setup. Here’s my current PBR setup in Blender:
So this is a pretty common environment lighting setup, but I wanted to share it just in case. The setup is called Image Based Lighting, something that has been asked for in Blender for some time, and is common in most other 3D render engines. Now, that’s not to say it’s not possible in Blender, it just takes creativity, like most of the things you see done with Blender’s Cycles Render engine. So, let’s get on with it, and take a look:
Since the first review of the AMD FX 9590, I thought it would be best to do a follow-up review since it has been some time since the first review, that happened a week after purchasing the CPU. First off, that beast of a CPU is a hefty CPU in terms of wattage, taking in a whopping 220W, but that’s not what I want to really talk about. There is a lot I want to mention, and that is about how well it works for 3D software, it’s practicality, and an overall fair review. So, let’s get back to business, and start to talk serious business.
I’m not sure why it took me so long to write an article about the 2.76 build; maybe it was due to the fact that I had created a 2.76 feature guide a few weeks ago already. Regardless, it should be noted that 2.76 has been a huge success, even before it’s official release. At the time of this writing, it is still in it’s 3rd release candidate, and it’s only a matter of days until it becomes an official release. Until then, let me tell you why 2.76 is so great.