[Tutorial]: How To Make Procedural Rock Cliffs In Blender

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  • Опубликовано: 22 окт 2024

Комментарии • 77

  • @polygonartist
    @polygonartist  2 года назад +5

    Chapter Markers:
    00:00:00 Intro
    00:00:44 Reference
    00:01:12 Analysing Reference Image
    00:02:42 Cliff Blockout
    00:06:34 Shader Requirements
    00:07:51 Material & Render Setup
    00:08:23 Displacement Setup
    00:17:42 Cliff Base Color
    00:23:19 Procedural Grass Shader
    00:31:00 Outro

  • @daredeman3430
    @daredeman3430 3 месяца назад +1

    Thank you so much, so useful ! Btw, a tip for everyone wondering : Musgrave was changed for "Noise Texture", in the latest version

  • @diegoarce490
    @diegoarce490 Год назад +3

    After searching so much in RUclips for a tutorial on make a simple one mountain, you have the answer. This is exactly what I was looking for. Blender is soooo complicated to create figures for 3D printing. THANK YOU

  • @davidtch0917
    @davidtch0917 2 года назад +6

    I'm surprised how useful this. Super useful, detailed and exactly what I needed! Thank you!

  • @rewantsingh5864
    @rewantsingh5864 2 года назад +2

    You are Dope ♥️♥️♥️♥️
    Lots of love from INDIA 🇮🇳

  • @cg.man_aka_kevin
    @cg.man_aka_kevin 11 месяцев назад +3

    Finally I can remade Floating Hallelujah Mountains from Avatar Pandora! :D

  • @dannysupertrail
    @dannysupertrail 2 года назад +1

    Perfect solution! Thanks from Brazil.

  • @neoanimationstudios
    @neoanimationstudios 6 месяцев назад

    use shift+p to frame the nodes in blender 3.4 and above

  • @KHANKHERJONG
    @KHANKHERJONG 7 месяцев назад

    Despite all the mic issues in the comment i actually like the way the sound was coming through my headphones, sounded like some echo distortion filtere...
    That said, the tutorial was working real easy. But i actually did this to make assets for my environments, exporting to an fbx dint really work, i am reading stuff about baking and such, isnt there just a way to delete the sun and export the entire collection as a fbx or obj model and then reopen the file make a variation on the cliff export and go again etc etc.
    Thanks for you effort into supplying this for us!

  • @Robb1n11
    @Robb1n11 2 года назад +1

    My man, this is exceptional. You are doing the lords work right here

  • @flankerchan
    @flankerchan 2 года назад +3

    Thank you for the written version :D
    Great for classical person like me.

    • @polygonartist
      @polygonartist  2 года назад

      You're welcome, I like written tutorials too.

  • @宣吉
    @宣吉 7 месяцев назад

    Exactly what I need! many thanks for the tutorial!! Respect from China!

  • @KKirmaci
    @KKirmaci 2 года назад +5

    Upvoted for the spelling of "colour"

  • @masonfoster3810
    @masonfoster3810 2 года назад +1

    dude thank you so much, such a good tutorial

  • @xayn2381
    @xayn2381 4 месяца назад +1

    Thank you pic

  • @sinish5418
    @sinish5418 Год назад

    Your voice tickles my brain.

  • @druvingame
    @druvingame Год назад +1

    hey, I want to apply the displacement node geometry to the object geometry itself, can i do that? so i export this model into other software.

  • @DKJens44
    @DKJens44 2 года назад +1

    Great Tutorial, thank you.

  • @mdtx3265
    @mdtx3265 Год назад

    Thank you so much for this tutorial ! it's amazing !

  • @samanthastovell7870
    @samanthastovell7870 Год назад +1

    at 00:09:40 v3.5 settings don't have these settings only Backface culling, Blend mode, Shadow mode, Clip threshold, Screen space refraction, Refraction depth, Subsurface translucency and Pass Index. Have they been moved or removed?
    Other differences:
    Mix RGB is now just called Mix and you need to change "float" to "color"
    Putting nodes into a frame is now Ctrl J (Join in new frame) and F2 to rename

    • @suraj.1889
      @suraj.1889 6 месяцев назад

      in the shader when you press control + t, and the texture coordinate node pops up, you must select the object and add metaball in it.

  • @chrisgoart
    @chrisgoart 2 года назад

    Detailed. Useful. Excellently Done. Thank you!😄

  • @easymochi
    @easymochi 11 месяцев назад

    What sort of microphone do you use? It feels like you're talking inside of my brain, and weirdly enough I don't entirely dislike it...

  • @paulkuykendall5584
    @paulkuykendall5584 Год назад

    A very cool little tutorial. A good intro to metaballs and a simple way to quickly create shader trees thru duplication. And I liked the written text too. It is easy to follow along.

  • @rouge_garance
    @rouge_garance Год назад

    Omg thanks so much !!! You are amazing !!!

  • @MasterofBeats
    @MasterofBeats 2 года назад

    Thank you mate this is beautiful

  • @YoYoBobbyJoe
    @YoYoBobbyJoe Год назад

    Quick question after doing this. Seemingly, the shader breaks down if a meta object goes too far from the original. It starts getting really jagged. Is there any way to prevent this?

  • @LukaYuka1
    @LukaYuka1 2 года назад +1

    Amazing video! I usually work on things that aren't as detailed and I use already made textures for speed but when I saw the thumbnail of the cliff I knew I had to look at this. Really nice to see that making your own base colour or displacement can we so fun and "easy"!
    I do have one question - what happens when you have 2 Principled BSDF nodes and you want to bake your colour, normal, displacement and roughness? Does the engine take in account only the last BSDF in the order? Haven't made a model that has more than 1 BSDF so far and am not familiar with the process :)
    Also, but you already got one comment, your microphone isn't picking up the correct heights I think... and you have 2 videos without a mic after this one, so adjusting that would be lovely for future videos if you're able to do that!
    Thanks for the video and have a nice day!

    • @polygonartist
      @polygonartist  2 года назад

      Thank you. 😁 Two pricipled shouldn't cause an issue as long as they are configured correctly. The important thing is to break the shader configuration down where PBR texture maps can be baked and exported as image textures. ✌️

  • @ObiWineKenobi
    @ObiWineKenobi Год назад

    If I were to buy this, how would I apply the procedural effect on my own rocks?

  • @azynkron
    @azynkron Год назад +1

    You need to reduce the bass on your mic. It's booming. Typically you want lots of midrange and some treble to make it sparkle.

    • @polygonartist
      @polygonartist  Год назад

      Yeah, kind of messed up on the sound on this one. Thanks for your input. 👍

  • @22adis
    @22adis 2 года назад +1

    Cool

  • @YcineMet
    @YcineMet Год назад

    wow ! thunk you !

  • @Porkupine69
    @Porkupine69 Год назад

    I feel like a better way to hide nodes would be to change the factor of the mix node completely to one side instead of selecting and muting multiple nodes and risk missing one of them

  • @xWtInCUBaTion
    @xWtInCUBaTion 2 года назад +1

    Great tutorial, is it possible to transfer the final result into unity inclusive the shader information?

    • @polygonartist
      @polygonartist  2 года назад +1

      Good question! Unfortunately in its current state this will not work outside of Blender. It can work outside Blender, though it will need some optimisations to do so.

  • @Shadowsphere1
    @Shadowsphere1 Год назад

    I reckon this should work just as well using actual textures instead of color to achieve a bit more surface detail and variation? Blender doesn't seem to have any stochastic texture sampling in their shader editor, which is rather unfortunate considering how useful (and how common it is nowadays) it is.

  • @CamSpaghett
    @CamSpaghett Год назад

    Holy your scene renders so quick wtf

  • @oguzhan2413
    @oguzhan2413 2 года назад

    I can not buy it. Could you please upload to other platforms such as itch ?

  • @angeliqueredangel2660
    @angeliqueredangel2660 2 года назад

    thanx for your work, ++

  • @neoanimationstudios
    @neoanimationstudios 6 месяцев назад

    and also press tab after pressing ctrl+g

  • @thesims4decouverte790
    @thesims4decouverte790 2 года назад

    Merci beaucoup pour vos vidéos ! Elle spent vraiment super continuez comme ça 😁

  • @ID1visor
    @ID1visor 2 года назад

    Q: Say I want to build a track for a game and then export as fbx, how'd I go about turning all this, not into a render but instead baking it to textures (so: diffuse, normals, specular, etc) to use on simpler objects since said game has a geometry limit?
    It's easier to just use textures and UV-Map them but I want to learn something new.

    • @polygonartist
      @polygonartist  2 года назад

      You'll need to bake the geometry to polygons as well as baking the textures. Some game engines are weird and prefer triangulated mesh so you would need to look into that as well.

  • @euclois
    @euclois 2 года назад +1

    In the Musgrave Tx node I don't have Offset and Gain options, I'm using Blender 3.1 btw. Is it important?

    • @euclois
      @euclois 2 года назад

      nevermind, I found it

  • @ButteredToast0001
    @ButteredToast0001 2 года назад

    Very good tutorial, I just wish my PC could handle the shader

    • @polygonartist
      @polygonartist  2 года назад

      There are settings that you can tweak to make it more workable i.e. metaball viewport resolution. Also consider watching the 'Faster Viewport Playback' tutorial which might help squeeze more performance from Blender, it won't magically fix hardware issues though.

  • @DKJens44
    @DKJens44 2 года назад

    How do I export this to Unreal Engine 5?

    • @polygonartist
      @polygonartist  2 года назад

      You'll need to convert the mesh to polygons and bake the shader setup into texture maps.

    • @DKJens44
      @DKJens44 2 года назад

      @@polygonartist Okay thanks for the info. Then I have to see how that works. I don't really have much experience with Blender.

  • @AnAN-bn1ol
    @AnAN-bn1ol 2 года назад

    what would you suggest for baking it to color

    • @polygonartist
      @polygonartist  2 года назад

      If you want to bake the shader to a texture file then there are quite a lot of tutorials covering how to do just that. You will also need to bake the displacement for the texture to look right.

    • @AnAN-bn1ol
      @AnAN-bn1ol 2 года назад

      @@polygonartist wait so you didn't use geo nodes, its fake displacement in the render, I have to bake displacement then apply displacement for the mesh to look right

    • @polygonartist
      @polygonartist  2 года назад

      @@AnAN-bn1ol Might be worth watching the video first. 🙃

  • @flamiaminu5536
    @flamiaminu5536 2 года назад

    Great tutorial! Would this work in Evee?

    • @polygonartist
      @polygonartist  2 года назад

      Eevee doesn't support texture displacement at the moment. Maybe in a future update.

  • @tessemi
    @tessemi Год назад

    i need new headphones now.

  • @qhutt4865
    @qhutt4865 2 года назад +1

    You might be talking too close to the microphone

  • @ZexMaxwell
    @ZexMaxwell 2 года назад +1

    great vid. but mic has too much bass

  • @AFishWithoutFins
    @AFishWithoutFins Год назад +1

    WAIT! Who says there is more than one way to skin a cat???

    • @TBKJoshua
      @TBKJoshua Год назад

      Ikr 😂, I think he meant rabbit.

  • @triangle4studios
    @triangle4studios 2 года назад

    Just a huge tip, and I know how much it sucks hearing this, but your mic is capturing a very high amount of the lows in your voice and not enough highs. It make it very hard to listen with speakers.

    • @polygonartist
      @polygonartist  2 года назад

      Point taken. Thanks for the tip. 👍

  • @al0sral062
    @al0sral062 9 часов назад

    wonder who the copycat is another one of these tutorials haha

  • @psy237
    @psy237 2 года назад

    these rock cliffs are not procedural ;) but nice outcome nonetheless :)

    • @polygonartist
      @polygonartist  2 года назад +2

      Procedural workflows make use of copying objects over and over again, so you don’t have to do it manually.
      -SideFX Makers of Houdini
      Procedural is a umbrella term used for any 'procedure' that uses drivers, function or values within a cofined system to create end result operation that can be replicated, re-used or modified using the same driver, funtion, values etc.
      Sculpting a rock by hand is not procedural because the same rock cannot be recreated in a mathematical or technical method, although it can reused infinitely. Nonetheless method shown in the video uses shader editor (confined system) and nodes (drivers, function etc.) to create a cliff. These nodes and their values can be replicated, modified and used infinetely, hence the term 'Procedural' is used.
      I would recommend reading up on SideFX's website as they are the one who pioneered procedural workflows. Thanks for taking the time to comment.

  • @MeshDy
    @MeshDy 6 месяцев назад

    God darn why is there so much bass in your voice

  • @7hroomy
    @7hroomy 2 года назад

    your mic makes it really hard to understand what you are saying