Simple, fast, yet potentially very powerful. No plugins required and endless variation possible. Thanks Paul, for a relative noob like me, this is good stuff.
Great as always! Before i was using multiple gradient ramps combined in a composite map in screen mode, but Displace space warps give you more control over the positioning of mountains. Thank you!
Wow, that was great. As a max beginner struggling to build out a mountain range to fly past, this method helped me create an impressive line of mountains and foothills. My problem is in getting the texturing to look good on something as large in scale as a mountain range. Using rock bitmaps, they get stretched and tiling doesn't cut it either. Can I put a vote (request) in for a part 2 to this video that picks up where you applied the gradient color ramp as a diffuse (which was a pretty cool use) but instead go for a more detailed texture job? There isn't much out there that really creates a great looking end result, and you do a very good job with your tutorials! Thanks again for the video, -O
Amazing tutorial ! It's a crazy way to make mountains. Just a question : how many polys is the scene ? Is there a way to have less weight ? Merci ! Roland
@@paulneale Thanks a lot. Finally I'm very surprised about the weight of the model : I've made two mountain chains bigger than yours and the model is only... 1,5Mo ! Amazing ! So I think that the retopology modifier will not be useful ! Thanks again Paul Roland
nice job on this but how to add some Realistic textures on the mountains to get a nice fit ? unwrap ? .. because the gradiant itself is not enought to make it real . Thanks
niighthawk21 Well the plane already has an unwrap on it that is flat from the top It will be stretched in some places but will often do. This is also a crazy amount of geometry so I would also suggest taking it into Mud or Z and doing an auto retopo on it and then unwrapping it for the final.
paul neale actually, I found out the default gradient is broken. heres an image showing the problem www.dropbox.com/s/y0jndiql2zk065h/broken%20gradient.png?dl=0
paul neale when i make a fresh gradient ramp, it looks like this photos-5.dropbox.com/t/2/AAATd40rjjnEWAbmLTkGnRUmP4wDChadRxC1B35qlCDQJw/12/368875393/png/32x32/1/_/1/2/broken%20gradient.png/CIGv8q8BIAEgAiADIAQgBSAGIAcoASgC/SnEk-6IttHi64JRcRkcptRO5LmQ0NUGau9Kg6rDkBtE?size=1280x960&size_mode=2 this happens with versions 2013 and 2014.
paul neale actually nevermind, you were right, the gamma was defaulted at 2.2, which makes no sense, but went into the config file and changed it back. thanks!
When I try to modify values my program seems to chug down a bit. I am wondering if there are rendering settings that you have set that help with that? I am currently running an i7 with 64 gigs of ram, 2 graphics cards in SLI (GTX 970), and SSDs. I can do building design for my game no problems, but for some reason when doing these mountains it laggs a bit and I can't figure out why any ideas?
All depends on the number of polys that you have going. Reduce the poly count until you can work with it. Place a Turbosmooth or Open Sub Div in the stack and set it to Off in Viewport so that at render time it adds the detail back in.
so many of these features exist inside max but users don't know they're there, paul is revealing them to us
Simple, fast, yet potentially very powerful. No plugins required and endless variation possible. Thanks Paul, for a relative noob like me, this is good stuff.
Great as always! Before i was using multiple gradient ramps combined in a composite map in screen mode, but Displace space warps give you more control over the positioning of mountains. Thank you!
At first I was like "meh", but then I was like "wow dude!". Thanks!
Using multiply displacement modifiers on the one mesh is a clever way of making mountains.
Fantastic tutorial. Learned so much- Thank you!
You're welcome.
Great control.
Brilliant tutorial, came together brilliantly at the end!
Really nice tutorial and wonderful technique thank you!
Dude can make an entire movie using only gradient ramp maps.
And now you can toss the Retopology modifier on top and you have a low res version of it.
Thank you for very informative tutorial!
x is the hotkey for searching for anything in Max.
Awesome info. Had no idea you could do that. Thanks.
Wow, that was great. As a max beginner struggling to build out a mountain range to fly past, this method helped me create an impressive line of mountains and foothills. My problem is in getting the texturing to look good on something as large in scale as a mountain range. Using rock bitmaps, they get stretched and tiling doesn't cut it either.
Can I put a vote (request) in for a part 2 to this video that picks up where you applied the gradient color ramp as a diffuse (which was a pretty cool use) but instead go for a more detailed texture job? There isn't much out there that really creates a great looking end result, and you do a very good job with your tutorials!
Thanks again for the video, -O
OenopionsCrush Well I will consider it if I ever get the time.
Wooow that really stunning enjoy it so so much
Great tutorial Paul, thanks !
Amazing tutorial, than you very much.
Amazing tutorial ! It's a crazy way to make mountains. Just a question : how many polys is the scene ? Is there a way to have less weight ?
Merci !
Roland
Thanks, and to answer your question in 2021.3 there is no the Retopology modifier that will do it very nicely.
@@paulneale Thanks a lot.
Finally I'm very surprised about the weight of the model : I've made two mountain chains bigger than yours and the model is only... 1,5Mo ! Amazing ! So I think that the retopology modifier will not be useful !
Thanks again Paul
Roland
Nice tutorial, thanks!
Like a Boss! Awesome, many thanks Paul. Big fan of your stuff.
wow really good !
Great tutorial, thank you very much for the help *subscribed*
Thanks for the trick ! good tutorial
Is it possible to make a realistic Flat Crumpled Paper with sharp dents with this tecnic? ( Dented paper )
I got a decent result with a Displace modifier and two Cellular textures blended together with an Average.
A new video will be nice on your channel !! ;)
Don't have the time, just try it.
nice job on this but how to add some Realistic textures on the mountains to get a nice fit ? unwrap ? .. because the gradiant itself is not enought to make it real . Thanks
niighthawk21 Well the plane already has an unwrap on it that is flat from the top It will be stretched in some places but will often do.
This is also a crazy amount of geometry so I would also suggest taking it into Mud or Z and doing an auto retopo on it and then unwrapping it for the final.
im using the same version of 3ds max as you, but when i place down the gradient ramp, their is barely any black on the gradient by default.
Spaghetti Not sure that I follow. I would assume that you are using 2.2 Gamma instead of 1 so the curve will not be linear.
paul neale actually, I found out the default gradient is broken. heres an image showing the problem www.dropbox.com/s/y0jndiql2zk065h/broken%20gradient.png?dl=0
paul neale when i make a fresh gradient ramp, it looks like this photos-5.dropbox.com/t/2/AAATd40rjjnEWAbmLTkGnRUmP4wDChadRxC1B35qlCDQJw/12/368875393/png/32x32/1/_/1/2/broken%20gradient.png/CIGv8q8BIAEgAiADIAQgBSAGIAcoASgC/SnEk-6IttHi64JRcRkcptRO5LmQ0NUGau9Kg6rDkBtE?size=1280x960&size_mode=2
this happens with versions 2013 and 2014.
paul neale actually nevermind, you were right, the gamma was defaulted at 2.2, which makes no sense, but went into the config file and changed it back. thanks!
Well 2.2 is the correct gamma. Better read up on it.
When I try to modify values my program seems to chug down a bit. I am wondering if there are rendering settings that you have set that help with that? I am currently running an i7 with 64 gigs of ram, 2 graphics cards in SLI (GTX 970), and SSDs. I can do building design for my game no problems, but for some reason when doing these mountains it laggs a bit and I can't figure out why any ideas?
All depends on the number of polys that you have going. Reduce the poly count until you can work with it. Place a Turbosmooth or Open Sub Div in the stack and set it to Off in Viewport so that at render time it adds the detail back in.
i dont see how you open "the slate"
+Dirt diver "M"
are you using meter?
Do you means Meters as in measurements? My guess is it was just Max default which is Inches
Thank you!!!!!!!!!!!!!!
Tanks!
Who needs Vue?