Grab the textures from one of the game .jar files using winrar, copy and paste the contents of it into a new folder in your resourcepacks and make sure the textures have the exact same names. Hope this helps! Remember to find a tutorial.
These videos are quite out of date, we would highly suggest you join the shaderLABS server for better, more up to date guidance on these subjects (LabPBR channel would be a decent place to start): discord.com/invite/26CXjdf
why is there so little turtorials about this because I found a program that adds these maps and allow me to edit them but the effect does not show whatso ever no matter what I do the block is there but the pbr effect is not I have tried multiple shaders and remaking the normal and height map and all that but it still wont do anything the only thing that is displayed is the replaced texture
The texture is RMA not a roughness. it just a single texture giving the linear outputs to all 3 basic material channels thus reducing the memory consumption with out compromising quality. one 4k texture is better then 3 2k textures.
The "metalness" channel can actually have intermediate values, and does not have to be only black and white. I actually would suggest it usually not be only black and white. It would probably be better to explain the channels as this: Red = roughness, or how much light is absorbed by or reflected off of the surface. Green = reflectivity, or how much the environment is reflected in the surface. Blue = emissiveness, or how much light is emitted by the surface. I'm not entirely sure what the different maps here are technically called, but I don't believe it's actually following either a specular or metalness workflow as they are generally known, because both those workflows utilize the maps in very different ways, and neither one uses an albedo (base texture) with shading information.
I think what he was referring to was the fact that real life materials aren't ever in-between metallic, so to keep a texture pack realistic, it would be accurate to not have any in-between values (even though like you said, it is possible to do so anyway)
@@ckosmic Yeah. I originally made that comment through observations I made when trying to make pbr maps compatible with SEUS PTGI, and it appeared at the time that you could actually achieve more realistic/unique appearances through partial metalness. I've since adopted the full metal/nonmetal workflow, and it works far better and is more realistic. Thanks for making that clarification.
This is great! I'm looking to learn more about this and texting for rtx but finding any kind of tutorials or guides is near impossible! Any help is appreciated. 👍
i have some textrue packs, that is supposed to do that, but it doesnt work, there is no reflection in gold, iron, diamond, lapis, redstone, or anything else.. does it have something with my pc?? maybe..
I've never though if a material is PBR or not until now. Still, I don't get where's exactly the difference between PBR and non-PBR and how to recognize them from each other. PBR materials have a map that affects reflectivity. That's how it's described, but can't the non-PBR materials have reflectivity maps too? So where's the difference?
its a specular mapp and glossiness, but its costly computation and most of times specular maps used to fake out the areas wwhich will shine, instead roughness map is used to define surface micro detail and then surface is lit by environment lights.
Is this the Minecraft? Is this another game? Caught in a rough draft Which will greatly reduce my frames Look at the floor reflecting the skies and see I'm just a miner, I need no PvP 'Cause it's, easy break, easy build Diamond floors are overkill Anyway the sun shines doesn't really matter to me, to me Creeper just killed a man Took a drop onto his head Made a big boom now he's dead Creeper, life had just begun But now you've gone and thrown it all away Creeper, ooo Didn't mean to make you blow If I'm not back to life again tomorrow Do not spawn, do not spawn, because those chunks are not loaded I'm too lazy to finish.
Simple and easy. Thank you so much for creating this video 👍🏼
I have been looking for this for so long tysm
Could I know how to apply that textures in resourcepack?
ez
@@TijmenKXB lol
@@i__the__je_w-oppressorgrie9389 ae
Grab the textures from one of the game .jar files using winrar, copy and paste the contents of it into a new folder in your resourcepacks and make sure the textures have the exact same names. Hope this helps! Remember to find a tutorial.
@@kompst_tu no ur dumb just take the empty minecraft texture pack or download one and remove all textures and replace them with the names
this is the only video I can find to make a pbr pack but sadly I can't find the program anywhere
These videos are quite out of date, we would highly suggest you join the shaderLABS server for better, more up to date guidance on these subjects (LabPBR channel would be a decent place to start): discord.com/invite/26CXjdf
I use your shaders and demo pack and I love them they so good I was wondering how to make texture spbr
what shaders
why is there so little turtorials about this because I found a program that adds these maps and allow me to edit them but the effect does not show whatso ever no matter what I do the block is there but the pbr effect is not I have tried multiple shaders and remaking the normal and height map and all that but it still wont do anything the only thing that is displayed is the replaced texture
That's some coooooool stuff. :D
yeah
didnt think i would see you here
@𝑫𝒆𝑴𝒐𝑵𝒊𝒄 No ,. it's real
The texture is RMA not a roughness. it just a single texture giving the linear outputs to all 3 basic material channels thus reducing the memory consumption with out compromising quality. one 4k texture is better then 3 2k textures.
Don't you also need normal maps? And height maps? How do you make those?
The "metalness" channel can actually have intermediate values, and does not have to be only black and white. I actually would suggest it usually not be only black and white. It would probably be better to explain the channels as this:
Red = roughness, or how much light is absorbed by or reflected off of the surface.
Green = reflectivity, or how much the environment is reflected in the surface.
Blue = emissiveness, or how much light is emitted by the surface.
I'm not entirely sure what the different maps here are technically called, but I don't believe it's actually following either a specular or metalness workflow as they are generally known, because both those workflows utilize the maps in very different ways, and neither one uses an albedo (base texture) with shading information.
I think what he was referring to was the fact that real life materials aren't ever in-between metallic, so to keep a texture pack realistic, it would be accurate to not have any in-between values (even though like you said, it is possible to do so anyway)
@@ckosmic Yeah. I originally made that comment through observations I made when trying to make pbr maps compatible with SEUS PTGI, and it appeared at the time that you could actually achieve more realistic/unique appearances through partial metalness.
I've since adopted the full metal/nonmetal workflow, and it works far better and is more realistic. Thanks for making that clarification.
pls continuum make a pbr resoursepack for tools and sword!!!
This is great! I'm looking to learn more about this and texting for rtx but finding any kind of tutorials or guides is near impossible! Any help is appreciated. 👍
OMG I thought They would keep a secret how they make realistic minecraft textures but it is here!
Could you please tell me how to make parallax occlusion mapping work (how to edit texture packs to get bump maps)?
+Simon Kirchner opacity determines depth of the material.
+Joey Conover WHAT?😂
@@SimonKirchner He means transparency.
Is this method transferable to making skins for the mobs?
if the shader supports it
Which texture pack it is
Please give me download link
i have some textrue packs, that is supposed to do that, but it doesnt work, there is no reflection in gold, iron, diamond, lapis, redstone, or anything else..
does it have something with my pc?? maybe..
make sure you have optifine installed
@@diamondzombie3781 2 years late, but i did have optifine, i remember. Figured it out a long time ago now though
How did you convert the image in photoshop using the shortcut keys?
with Strg + i
I've never though if a material is PBR or not until now. Still, I don't get where's exactly the difference between PBR and non-PBR and how to recognize them from each other. PBR materials have a map that affects reflectivity. That's how it's described, but can't the non-PBR materials have reflectivity maps too? So where's the difference?
its a specular mapp and glossiness, but its costly computation and most of times specular maps used to fake out the areas wwhich will shine, instead roughness map is used to define surface micro detail and then surface is lit by environment lights.
Is this the Minecraft?
Is this another game?
Caught in a rough draft
Which will greatly reduce my frames
Look at the floor reflecting the skies and see
I'm just a miner, I need no PvP
'Cause it's, easy break, easy build
Diamond floors are overkill
Anyway the sun shines doesn't really matter to me, to me
Creeper just killed a man
Took a drop onto his head
Made a big boom now he's dead
Creeper, life had just begun
But now you've gone and thrown it all away
Creeper, ooo
Didn't mean to make you blow
If I'm not back to life again tomorrow
Do not spawn, do not spawn, because those chunks are not loaded
I'm too lazy to finish.
BERHEMEHIAN RHERPSERDY!!!!!! ERMAGERD!
what.
I am living for this version
So basically this is tutorial on feature which your (shader)pack dont yet support ?
+masterzh Yes.
Which resource pack is this? Or is it a mix of..?
what texture pack tho
Stratum Pack, Actually By Them
What does metallic means, in that case?
+Stduhpf duh It will be rendered as a metal, meaning it will have more of a specular bounce rather than a diffuse bounce, and will color reflections.
Joey Conover Ok thanks
What's the difference between saving it as _r and saving it as _s ?
_r = roughness texture _s = specular texture
everything that is supposed to have a reflection just looks wet
that is because when objects are wet... they reflect things!
new vid plz!
PBR! Professional Bull Riders! Right?
This is not what I came for....