Source Filmmaker

Source Filmmaker

PBR Shader
145 Comments
May 31 @ 5:41am 
just a waste of time trying to download it
May 29 @ 6:09am 
Seems to be broken.

Installed prerequisites per instructions without issue. Example sphere loads as a wireframe instead of a textured model, console reads "Error: Material uses unknown shader 'PBR'", which means there's something obviously not working.
May 21 @ 3:33pm 
why is it not working? I followed the video instructions and that didnt work, so I tried the third section of deleting engine dll and that didn't work either. how do I get it to work?
May 16 @ 8:18am 
There's an updated version in the SFM Discord where it features the SSS that most people asked
May 16 @ 3:16am 
yea came back to this page and there's already a bit of a war in the comments

anyway since this is abandoned (which everyone knew) for anyone waiting for SSS to be added that won't happen
May 8 @ 5:15pm 
@Vantablack

With respect I'm not totally sure how someone would write a guide for you specifically.

You asked whether a yes or no question (is it a model) should be answered with a Floating Point number (4294967296 or more possible answers), an Integer (65536 or more possible answers) or a Boolean (2 possible answers of Yes or No).

This is in addition to $model being a Valve made parameter. It is not unique to the PBR shader so you aren't even complaining to the right people.

Genuinely how is anyone supposed to respond to this without insulting your intelligence?
May 8 @ 10:35am 
just because it works fine on your end, it doesn't mean that it works for everyone, and there is a very clear reason for this. take @Mecha_Animations for example, as well as the countless other people who voiced their issues in the comment section. do they suck at reading as well, @Executable? or is that just your ego speaking? how come there are so many people facing issues with this, but a small group of others who got it working act like the rest of us are stupid?

this guide is very incomplete and brief. simple as. how else do you explain that the script straight up does not work for so many people? it's perfectly normal and valid to be asking questions. Some of the comments here come across as people acting superior for getting a difficult script to work, and I am sure that this is not the case, but would it hurt to just be a bit more patient?
May 8 @ 10:29am 
@Sybilregal The description *does not* mention what type of parameter that is. 0/1 does not tell me much, and my only other option is to search through the entire Valve Wiki for what 0/1 could mean. I never touched bool, so there was no way for me to know how it relates to 0/1. I get that this is applied to VMTs. but the instructions are not specific enough, and you'd understand why if you'd read about my complaints further into the texts I sent
May 8 @ 10:25am 
@BlueFlytrap right. *what* type of parameter is it? float? int? bool? this is never explained
May 7 @ 9:21am 
i know this is completely abandoned and straight up everyone made the guy who did it leave the internet or sfm, but i have tried everything with to no avail, every time i try to run the script,console keeps finding the error on the python script and won't let me run it, saying "must be a unicode, not str". Even after i un-installed and re-installed it, after going through the Python file, and just restarting SFM alot of times; its not working. I am officially lost on what i can do to fix this, and going through any tutorials and though how other people fixing it: i cannot find the right answer for this issue.
May 7 @ 7:15am 
Question : The Section 2 is only for the one who want to port their models or everyone have to do it ?
May 2 @ 9:44pm 
awesome sauce
May 1 @ 8:24am 
Anyways, all I'm saying is that if we can get PBR shaders in base SFM now, it's only a matter of time until people develop actual HDRI capabilites for this ancient piece of software.
May 1 @ 8:22am 
@Vantablack bro I am a complete noob at SFM and even I was able to figure out how to set up these PBR shaders. It's not hard you just suck at reading.
Apr 30 @ 9:42am 
People like Vanta are just unable to read. The description also already mentions that $model is a bool (not a float) with the 0/1 right next to it. 1 means it's being used on a normal model and 0 means it isn't. It's that simple.

Also it's very obvious that all of the parameters are meant for VMTs since PBR is like any other shader within the Source engine. All models using PBR have functioned just fine on my end.
Apr 28 @ 7:59am 
@Vantablack

$model is a 22 year old vmt parameter used for shaders that are shared between maps and models. It tells the engine whether it's a model or not.
Apr 28 @ 3:51am 
[2/2] get this, subscribing to the PBR shader should download shader_zmrpbr_v3.dll and shader_zmrpbr.vdf to addons, but I literally do not see it there. there is a very good reason why people are mad. Ficool's scripts are complicated and confusing, and his explanations are very brief. he couldn't even be bothered to make a video explaining how to set up everything. I've seen much less complicated scripts get detailed videos. completely terrible. it appears that SFM users are now expected to be magicians to use new assets
Apr 28 @ 3:51am 
[1/2] no, it's not clear! this doesn't explain *anything!* what does $model 1 mean? is it a float attribute? I tried that and it didn't do absolutely anything, the sphere is still invisible in the viewport as well as the model previewer. the instructions say that we should be subscribed to the Shader Loader. does that mean that we need to run this script from the Shader Loader or from the scripts tab? if we run it from the Shader Loader, then that doesn't make sense, because the Shader Loader itself is not a program that you can run within SFM, such as ORIDA. the Shader Loader is just 2 files which are added to addons, except they're not because shaderload.vdf is missing, so obviously just subscribing to the Shader Loader won't work. restarting SFM does not make any difference. there are countless people facing issues because the instructions are NOT clear and this person just made a script that only he knows how to use.
Apr 27 @ 3:12am 
are you telling me the community again overwhelmed creator to the point of mental breakdown
glad we got dem ipadkids.
instructions are clear as fug, no problem just remember to have $model 1 if the model turns invisible,,, :)
hope we see more from you, be strong my dude!
Apr 22 @ 10:27am 
That's good to know thanks for your input @Aerknighth, I checked with GPT and it claims that this shader is actually harder on mem contraints than using VertexLitGeneric
Apr 21 @ 12:12pm 
This should be considered abandoned now as the creator\owner of the shader has ignored everyone trying to contact him, seems like he doesn't want anything to do with it anymore probably due to people annoying him for certain features, so don't expect any bugfixes or new features to be added anytime soon, it's useful and a Godsend but just wanting to let that be known
Apr 21 @ 10:14am 
@BlueFlyTrap
Ah thanks, that does make sense now with what I'm seeing in my tests. If I crank up the SSAO factor to like 10 or 20 you can start to see something but it still looks odd. I've found if you Show AO" in the viewport it all shows up as normal so I guess a work-around for now is to just render the AO as a separate pass and composite it back on top.
Apr 14 @ 1:42pm 
@PalmliX
It does it's just extremely dim for some reason. Fraction of a percent dim. Only meaningfully affects $envmap. I think they have it setup to only interact with the AO texture which also only affects $envmap. Very strange.

Should probably get tweaked to encompass everything except emissives and be controlled per light as VertexLitGeneric allows.
Apr 14 @ 7:07am 
Is it just me or does SFM SSAO not really work with this shader?
really good
Mar 28 @ 5:50am 
how do you do a realistic background?
Mar 23 @ 8:47am 
sooooo pbr is causing problems cuz it crashes for some reason
Mar 20 @ 12:16pm 
hey @ficool2 does the PBR shader support map lighting as well? because whenever i compiled my map the textures looked kinda, "evenly lit"? no map light is shining on it and neither is the textures receiving the light. it does work on models though.

the shader is running properly, i did a few test renders to make sure, so i'm not sure what it is.
Mar 15 @ 11:35am 
how do i make $emissiontexture work my emmission seems to look very fate when using specular texture
Mar 13 @ 9:12pm 
What if I only have a roughness or specular map for my model?
Mar 11 @ 7:04am 
any news on the possible SSS?
Mar 10 @ 1:24am 
Any chance we can get working spheremaps in SFM (HL1's "chrome" shading)? I mean, if we're loading entirely new shaders, surely it's possible to fix the spheremaps. Also, phong on LightmappedGeneric would be nice, if SFM doesn't already have that.
Mar 9 @ 9:34am 
curious what is $Parallax
Mar 9 @ 9:15am 
doesnt work for me for some reason, its either wireframe model or just invisible, screenshots look pretty awesome tho:steamthumbsup:
Mar 8 @ 6:03pm 
would there be any updates for the pbr shader?
Mar 7 @ 3:26am 
fr
Mar 6 @ 7:16pm 
the workshop is healing
Mar 2 @ 2:40am 
It happened to me too
ficool2  [author]
Mar 1 @ 1:56pm 
Go to Plugin Loader's page and read the "Uninstall" section
Mar 1 @ 1:17pm 
Just tried verifying integrity of files after the PBR shader seemingly killed SFM and it still won't work. Do you have a way I can roll this back? Otherwise I've lost 1000s of hours worth of animating.
Mar 1 @ 11:55am 
SFM no longer opens after I ran the patch script.
Mar 1 @ 8:11am 
I have tried models with pbr materials uploaded by others and they all work as intended.
Did I miss something when porting the model?(I used the fbx model from sketchfab)
Mar 1 @ 1:31am 
@BlueFlytrap
I did write $model 1 in the first place. That's the reason I'm wondering why it didn't work.
Feb 28 @ 11:25pm 
@KageNova
Did you forget $model 1? Shaders that both mapbrush and models can use need this defined.
Feb 28 @ 8:33pm 
When I download the example pbr file, it works perfectly fine. But when I try to use the model I ported to sfm, it becomes invisible(not even the wireframe). Only because my vmt file somehow can't uses pbr shader( vmt file of the example model does not have this issue).
The console just shows "model does not support vertex format used by the mesh (maybe missing fields or mismatched vertex compression?), mesh will not be rendered. Grab a programmer"
What might be the cause?
Feb 28 @ 1:17pm 
I see, could it also work for animated bumpmaps too?
ficool2  [author]
Feb 28 @ 12:24pm 
they should already work
Feb 28 @ 11:52am 
can proxies parameters like animated textures or texture scroll work with the pbr shader?
Feb 26 @ 8:45pm 
will you make the cel shader?
Feb 26 @ 4:45pm 
man trying to get metalness in R, roughness in G, ambient occlusion just right for the texture is paaaaaaaaaaaaaaaaaaaaaaain xd