Sorry to be off topic but does anyone know of a way to get back into an instagram account..? I was dumb lost the password. I love any tricks you can give me.
Hi, thanks for one more helpful video! One thing you are not covering in the video and which interests me particularly is the difference between adaptive and non-adaptive. I have been using subdivision modifier and displacement node (though without the adaptive subdivision), much like you show in the video. But scenes can get very heavy! the faces easily in the millions, for more complicated examples than what you show - of course when you lower the subdivision you loose detail... That got me searching about adaptive and was intrigued to read in the Blender manual that I can have "different subdivision levels to near and far objects automatically. This allows nearer objects to get more subdivisions and far objects to get less." I wish you would cover that too and explain the difference between the standard implementation and the experimental features.
Took me a while to realize why the displacement didn't work. Turns out it's because it was set to "Material Preview", and not "Rendered". Thanks for the tutorial, now I can add displacement on my models!!
I had always thought adaptive subdivision was based on camera distance to the section of the mesh to be getting the detail levels necessary to show in the render. I know Ive seen this, but how is this set up? In the case of your tutorial, is the adaptation based on the image file resolution? This is the part I need to know. THANX!
Hi, and thanks for this video. I love this. My only issue is I noticed you don't "apply" the Subdivision Modifier. I need to apply so I can export the mesh model, but if I click Apply, the effect of adaptive subdivision will disappear, and you're left with a flat texture. Do I need to use a different method other than Adaptive Subdivision?
Ive been trying to work with this stuff a bit lately.. Really wanted to know if theres a way to apply the deformation so it becomes permanent geometry like if it was the displace modifier?
@@TheCGEssentials I actually need something like this for 3d printing.. the displacement modifier never works as intended for me but nodes do, shame there isnt a way to simply export the changes made in the node tree. That's the one big limitation of blender and it is really annoying. Funny how people say you can do anything with it
@@bigprojects2560 Well changes made to the material nodes are going to affect the way a model looks, but they're not affecting the actual topology of the model, which is what would be 3D printed. I don't think this is a Blender limitation, but rather a feature of the way most 3D software works. If you want displacement to actually affect your geometry in the 3D space, you'd use the displacement modifier.
Thanks for the tutorial. This is great for rendering, but what if I want to export the model for 3D printing? Can I use the adaptive subdivision with a displacement modifier? I don't see an option for that.
Thanks a lot for the tutorial. I have one little issue : I got Node Wrangler installed but when I press CTRL-SHIFT-T and select all the different maps files and click on Principle Texture Setup to import them, then nothing happens. Any clue why that could be ? Many thanks !!
Yeah same thing happened, it just depends on the material...hit or miss for the CRTL+SHFT+T. Use his other video named Using NORMAL MAPS and DISPLACEMENT MAPS.
Thanks a lot it's really helpfull as usual ! Not the same subject but do you know or could you show how to create instances inside collections in the same intuitive way "sketchup" works with components inside groups ? it was so powerfull, easy and handy for architexture design...I wish we could do the same in Blender but it seems way more complexe ! If you can make a video about that would be perfect !
hey ES! i made displacement map by megascan texture by follwing your tip. even though it is completly same node setting, but not working without "node wrangler(ctrl shift t)". do you know what happen?? thanks!
Thank you for very informative videos, Justin. One question: Is there any real difference between using displacement modifier and displacement node? Since I see that you prefer more displacement node. thank you in advance
6 months comments but here we go, there are advantages to using the node, first off, better viewport performance as it only shows in render view, second you have more control over the texture on the node editor, and the biggest one by far is performance if you set it up correctly you can have a big landscape where you have a lot of fine detail at close, and no sub at far, so you don't lose any horse power of your machine, it subdivided based on your camera distance
@@TheCGEssentials no ,here you still have to subdivide the plane .;in octane just a a single unwrapped poly and it works ,you can displace an 8k displacement on a single plane without any subdivisions ,i can't remember how actually it works technically but it's pretty cool ruclips.net/video/ECkct3_rdXY/видео.html
Yup. I use octane specifically for this reason. It's really useful for making sci-fi scenes and environments without your pc slowing down like hell :) And the best part is that there's a free version for blender!
You need to be in cycles, needs to be in experimental, you need to add a displace node (not bump) and plug the image to height not normal, make sure you're close enough to see what you're doing
This really takes lots of steps and is somewhat limiting. I find Vray method of adding displacement much easier. No need to add subdivisions and set an entire node tree. I hope one day Blender will have an easier way to set up displacement.
Well Blender materials are really built to work around the node tree, so I don't see that going anyway. I'm sure at some point adaptive subdivision will be automatic, but overall I don't find this that limited at all. If anything, the nodes give you more control over your final results I think
Hi everyone! Let me know if you have any PBR material setup questions in the comments below!
Thank you so much. Btw can you do a roof tutorial in the future. Because there are really few tutorials about roofs. ;)
what if we want to combine a pbr displacement texture with the toon shader...and the outline. not sure where to connect my displacement,...
Sorry to be off topic but does anyone know of a way to get back into an instagram account..?
I was dumb lost the password. I love any tricks you can give me.
In Blender 3.0 there is no option for "adaptive". What is the alternative?
@@hillfortherstudios2757 Sure there is - you just skipped the instructions at 4:08
Thanks for a fantastically clear and easy to follow tutorial on displacement maps
So clear and concise! Absolutely love your channel. Thanks for being such a tireless resource to the community!
Thank you so much, was struggling to understand and get this working and your explanation was the only one that did it for me :)
Glad it helped!
Very good tutorial, easy to follow and logical, keep these coming up!
This is video I’ve been looking for. Well paced and informative. Thanks you.
Very easy explanation.
Thanks
Great video!
Ideal starting point for complete beginners - thanks a lot!
Hi, thanks for one more helpful video!
One thing you are not covering in the video and which interests me particularly is the difference between adaptive and non-adaptive. I have been using subdivision modifier and displacement node (though without the adaptive subdivision), much like you show in the video. But scenes can get very heavy! the faces easily in the millions, for more complicated examples than what you show - of course when you lower the subdivision you loose detail...
That got me searching about adaptive and was intrigued to read in the Blender manual that I can have "different subdivision levels to near and far objects automatically. This allows nearer objects to get more subdivisions and far objects to get less."
I wish you would cover that too and explain the difference between the standard implementation and the experimental features.
Took me a while to realize why the displacement didn't work. Turns out it's because it was set to "Material Preview", and not "Rendered". Thanks for the tutorial, now I can add displacement on my models!!
Yup - that will do it :)
I loved that video. Thank you a lot
Thanks, that helped me a lot.
This really saved my project thank you very much!!
Glad it helped!
Very good. Thank you a lot!
:)
Great tutorial as always. Thanks a lot.
Thank you very much for your guide.
Thanks for watching!
Wow..awesome tutorial.
Glad you liked it!
Thank you so much.. You are awesome 👏
Happy to help!
Brilliant
Remember guys, first switch to rendered mode only there it will show up
Thank you :)
:)
bravo!
Adaptive is amazing. Way better than start by taking a plane, subdivide it till the squares are very tiny.
True - plus it seems to be easier on your hardware
I had always thought adaptive subdivision was based on camera distance to the section of the mesh to be getting the detail levels necessary to show in the render. I know Ive seen this, but how is this set up? In the case of your tutorial, is the adaptation based on the image file resolution? This is the part I need to know. THANX!
thank you!
Hi, and thanks for this video. I love this. My only issue is I noticed you don't "apply" the Subdivision Modifier. I need to apply so I can export the mesh model, but if I click Apply, the effect of adaptive subdivision will disappear, and you're left with a flat texture. Do I need to use a different method other than Adaptive Subdivision?
Thank you so much for your toturials. They are greate 🤗🤗💖💖 .Could you please share a toturial about using displacement in evee engine? Thank you 🤗
Well it doesn't really work in Eevee - you'd have to bake it then use a displacement modifier or something like that
@@TheCGEssentials 🤗🤗🤗👌👌👌
how come i don't see the displacement tab on material properties??
Ive been trying to work with this stuff a bit lately.. Really wanted to know if theres a way to apply the deformation so it becomes permanent geometry like if it was the displace modifier?
For what purpose? That would add a ton of super heavy hard to edit geometry...
@@TheCGEssentials might want to bake a normal map from it and then retopologise the high res... be able to export the model or whatever
@@TheCGEssentials I actually need something like this for 3d printing.. the displacement modifier never works as intended for me but nodes do, shame there isnt a way to simply export the changes made in the node tree. That's the one big limitation of blender and it is really annoying. Funny how people say you can do anything with it
@@bigprojects2560 Well changes made to the material nodes are going to affect the way a model looks, but they're not affecting the actual topology of the model, which is what would be 3D printed. I don't think this is a Blender limitation, but rather a feature of the way most 3D software works. If you want displacement to actually affect your geometry in the 3D space, you'd use the displacement modifier.
Just further to my previous query.... and I would love to know how the new Multires modifier capabilities might work with adaptive subdivision...
Thanks for the tutorial. This is great for rendering, but what if I want to export the model for 3D printing? Can I use the adaptive subdivision with a displacement modifier? I don't see an option for that.
Yes, it would be nice to know if there is a way to get the modifications in a mesh in some way.
Thanks a lot for the tutorial. I have one little issue : I got Node Wrangler installed but when I press CTRL-SHIFT-T and select all the different maps files and click on Principle Texture Setup to import them, then nothing happens. Any clue why that could be ? Many thanks !!
Yeah same thing happened, it just depends on the material...hit or miss for the CRTL+SHFT+T. Use his other video named Using NORMAL MAPS and DISPLACEMENT MAPS.
It depends on the textures names, sometimes it will not work
You have to select the BSDF node before hitting ctrl+shift+T...Though it's been 2 years since you've asked the question, but it can help others I hope
Thanks a lot it's really helpfull as usual ! Not the same subject but do you know or could you show how to create instances inside collections in the same intuitive way "sketchup" works with components inside groups ? it was so powerfull, easy and handy for architexture design...I wish we could do the same in Blender but it seems way more complexe ! If you can make a video about that would be perfect !
hey ES! i made displacement map by megascan texture by follwing your tip. even though it is completly same node setting, but not working without "node wrangler(ctrl shift t)". do you know what happen?? thanks!
I don't understand the question. Do you have node wrangler enabled?
Can you export the model as an fbx and import in unity as a 3d model
Unity should support native Blender import I believe, though I don't know if the displacement would show up or not
you rule! I
Thanks!
Thank you for very informative videos, Justin. One question: Is there any real difference between using displacement modifier and displacement node? Since I see that you prefer more displacement node.
thank you in advance
6 months comments but here we go, there are advantages to using the node, first off, better viewport performance as it only shows in render view, second you have more control over the texture on the node editor, and the biggest one by far is performance if you set it up correctly you can have a big landscape where you have a lot of fine detail at close, and no sub at far, so you don't lose any horse power of your machine, it subdivided based on your camera distance
@@kendarr Thank you on very informative answer.
@@SrdjanPavlovic11080 sure man :D
i wish blender would have a displacement system like octane where you're not obliged to subdivide the mesh .
Interesting - I wonder if it isn't basically doing what we're showing here - adaptive subdivision, but doing it by default without a modifier?
@@TheCGEssentials no ,here you still have to subdivide the plane .;in octane just a a single unwrapped poly and it works ,you can displace an 8k displacement on a single plane without any subdivisions ,i can't remember how actually it works technically but it's pretty cool ruclips.net/video/ECkct3_rdXY/видео.html
Yup. I use octane specifically for this reason. It's really useful for making sci-fi scenes and environments without your pc slowing down like hell :)
And the best part is that there's a free version for blender!
@@reboa.i563 Didn't know that - I'll have to check it out :)
sir how can we change leaf shape in green saplin add on??
Which add-on? I'm not familiar with this one
Tree add-on. You have already made video on it. I want to know how to change leaf shape.
@@csatanusir5141 Oh - Sapling Tree generator? I showed you how to do that 5 minutes into the video...
Ctrl + Shift + T is what you said? Not working here. Hate when it fails on the first step :(
for using this feature you need to enable "node wrangler" addon, settings->add-ons.
@@agmsoft thank you so much 😊
For some reason, this has never worked for me. I've watched multiple videos, followed each step, nothing.
You’re missing a step in there somewhere - hard to tell what it is with this level of information. Probably not setting your render engine to Cycles
You need to be in cycles, needs to be in experimental, you need to add a displace node (not bump) and plug the image to height not normal, make sure you're close enough to see what you're doing
This really takes lots of steps and is somewhat limiting. I find Vray method of adding displacement much easier. No need to add subdivisions and set an entire node tree. I hope one day Blender will have an easier way to set up displacement.
Well Blender materials are really built to work around the node tree, so I don't see that going anyway. I'm sure at some point adaptive subdivision will be automatic, but overall I don't find this that limited at all. If anything, the nodes give you more control over your final results I think
?? senpai??
the intro is cringe lol
Nah
Brilliant
:)