Blender 2.8 Image Texture: Node Wrangler Setup


Welcome friends. This is Will Whitfield
with W3 Productions with a Blender quick tip. I wanted to show you how you can
apply your image textures to the principled node without a lot of work.
This is done through the Node Wrangler add on. The node Wrangler is pretty
powerful of on its own and does lots of other things but this is just one more
thing you might not have noticed about it. So I’ma go ahead and enable that. I’m
using blender 2.8 by the way. Also I want for this example the ‘Add Mesh Extra
Objects’ make sure that’s enabled. And you can get materials for your objects
through Substance Painter if you have that application, or different places
online. I tend to use textures.com and I use a the free account which lets you
get small and medium textures of many materials. And they’ll give you the
albedo maps height normal roughness and or metallic and the ambient occlusion.
Which we generally don’t need for the principled shader. So you would download
all those and anytime you’re using this setup you need the file names to
end appropriately so for example it will be blah blah blah cloth.albedo.PNG or TIFF or whatever the extension is. cloth.height cloth or cloth normal.PNG, roughness.PNG is just as be whatever it is that the file extension
and you’ll see that in a moment. So I want to add a new object, mesh,
extras, teapot. Going to give it a resolution of 10 and make it smooth. Also
unwrap it. Let’s head over to the shading tab. Add a new material. You can either
use this ‘add principle setup’ button in the properties or click on the principal
shader and hit ‘control shift T’ and then you’ll search for the material files you
want to use. For me I want to use all these fine gold materials. So whatever it
is the end has to be albedo metallic normal or roughness for this particular
material. And there we have it it applied that material and added in nodes where
they need it to go and grouped them for organization sake. So just to kind of
blow up that setup so you can see a little bit better. Added the mapping
nodes and fed that to each of the texture files that I imported. So the
height map goes to the…. I mean a normal map goes on a normal map node to the normal
and principal shader roughness to roughness italic to metallic and albedo
or diffuse to the base color if we had a height map it will create a displacement
node that will go to the displacement output material output. So hopefully you
found this helpful and will quicken your workflow. Happy rendering and have a blessed day.

5 Replies to “Blender 2.8 Image Texture: Node Wrangler Setup

  1. I'm completely new to all this and so far no one has replied. If I had just a simple image with clothing design. What would I have to change to get it to appear different? Like plastic, metal, wood. Is there a certain node that does that or is it the other maps (albedo, diffuse, etc) that determine that. Because to me a shader changes how something looks, but for this it looks like it's how you make materials.

  2. I'm trying to get a character of mine to have 3 different kinds of gloss on her cloths as its made of 3 materials. One part is metallic and another is glossy like a shiny piece of leather latex and another is also glossy but not as much as the other and is more rougher. What can I do? I try to get it to work but some of the textures keep effecting the others. I also need to make the least glossy one to have hexagon bump maps as well.

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