Setting Up DISPLACEMENT MAPS and Nodes in Blender! (Adaptive Subdivision Trick)

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  • Опубликовано: 11 сен 2024

Комментарии • 93

  • @TheCGEssentials
    @TheCGEssentials  4 года назад +4

    Hi everyone! Let me know if you have any PBR material setup questions in the comments below!

    • @hugoantunesartwithblender
      @hugoantunesartwithblender 4 года назад

      Thank you so much. Btw can you do a roof tutorial in the future. Because there are really few tutorials about roofs. ;)

    • @A.RDELAVICTORIA
      @A.RDELAVICTORIA 3 года назад

      what if we want to combine a pbr displacement texture with the toon shader...and the outline. not sure where to connect my displacement,...

    • @edisondean6635
      @edisondean6635 3 года назад

      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.

    • @hillfortherstudios2757
      @hillfortherstudios2757 2 года назад +1

      In Blender 3.0 there is no option for "adaptive". What is the alternative?

    • @TheCGEssentials
      @TheCGEssentials  2 года назад +1

      @@hillfortherstudios2757 Sure there is - you just skipped the instructions at 4:08

  • @davids9027
    @davids9027 4 месяца назад

    Thanks for a fantastically clear and easy to follow tutorial on displacement maps

  • @mrjun9969
    @mrjun9969 3 года назад +5

    Thank you so much, was struggling to understand and get this working and your explanation was the only one that did it for me :)

  • @christossymeon9201
    @christossymeon9201 2 года назад +3

    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.

  • @PowersVideo3D
    @PowersVideo3D 2 года назад +1

    So clear and concise! Absolutely love your channel. Thanks for being such a tireless resource to the community!

  • @VaeltavaArtisti
    @VaeltavaArtisti 3 года назад +2

    Very good tutorial, easy to follow and logical, keep these coming up!

  • @BS23Designs
    @BS23Designs 3 года назад +2

    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!!

  • @tomcollins6989
    @tomcollins6989 2 года назад

    This is video I’ve been looking for. Well paced and informative. Thanks you.

  • @gustavomelo7751
    @gustavomelo7751 3 года назад +1

    This really saved my project thank you very much!!

  • @alalifoodstuff5447
    @alalifoodstuff5447 3 года назад +1

    I loved that video. Thank you a lot

  • @jcamo
    @jcamo 2 года назад

    Very easy explanation.
    Thanks

  • @suchaluch5615
    @suchaluch5615 3 года назад

    Great video!
    Ideal starting point for complete beginners - thanks a lot!

  • @wolfgang_rm
    @wolfgang_rm 2 года назад

    Very good. Thank you a lot!

  • @user-uu1ko7oi8z
    @user-uu1ko7oi8z 4 года назад +4

    Remember guys, first switch to rendered mode only there it will show up

  • @iainprendergast8311
    @iainprendergast8311 2 года назад

    Brilliant

  • @elkiwi68
    @elkiwi68 2 года назад

    Thanks, that helped me a lot.

  • @mw5709
    @mw5709 4 года назад

    Great tutorial as always. Thanks a lot.

  • @revittidbits3691
    @revittidbits3691 2 года назад

    bravo!

  • @StueyBurnett
    @StueyBurnett 3 года назад

    Thank you :)

  • @dragonskunkstudio7582
    @dragonskunkstudio7582 4 года назад

    Adaptive is amazing. Way better than start by taking a plane, subdivide it till the squares are very tiny.

    • @TheCGEssentials
      @TheCGEssentials  4 года назад

      True - plus it seems to be easier on your hardware

  • @AlisonReidMe
    @AlisonReidMe 2 года назад +1

    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?

  • @Polygon_LIVE_by_Wanchoke
    @Polygon_LIVE_by_Wanchoke 4 года назад

    Thank you very much for your guide.

  • @hugopuzzuoli7975
    @hugopuzzuoli7975 4 года назад +1

    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 !

  • @jasonnehceis3267
    @jasonnehceis3267 Год назад

    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!

  • @funwithblender485
    @funwithblender485 4 года назад

    Wow..awesome tutorial.

  • @emmagevorgyan115
    @emmagevorgyan115 4 года назад

    Thank you so much.. You are awesome 👏

  • @relaxpinknoise
    @relaxpinknoise 2 года назад

    how come i don't see the displacement tab on material properties??

  • @Death-Flower
    @Death-Flower 3 года назад

    thank you!

  • @sarahashemi6521
    @sarahashemi6521 3 года назад

    Thank you so much for your toturials. They are greate 🤗🤗💖💖 .Could you please share a toturial about using displacement in evee engine? Thank you 🤗

    • @TheCGEssentials
      @TheCGEssentials  3 года назад +1

      Well it doesn't really work in Eevee - you'd have to bake it then use a displacement modifier or something like that

    • @sarahashemi6521
      @sarahashemi6521 3 года назад

      @@TheCGEssentials 🤗🤗🤗👌👌👌

  • @gavinryan2012
    @gavinryan2012 4 года назад +2

    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
      @TheCGEssentials  4 года назад

      For what purpose? That would add a ton of super heavy hard to edit geometry...

    • @gavinryan2012
      @gavinryan2012 4 года назад +3

      @@TheCGEssentials might want to bake a normal map from it and then retopologise the high res... be able to export the model or whatever

    • @bigprojects2560
      @bigprojects2560 3 года назад

      @@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

    • @TheCGEssentials
      @TheCGEssentials  3 года назад

      @@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.

  • @DonaldDrennan
    @DonaldDrennan 3 года назад +1

    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.

    • @Sevenwieauchimmer
      @Sevenwieauchimmer 2 года назад +1

      Yes, it would be nice to know if there is a way to get the modifications in a mesh in some way.

  • @gavinryan2012
    @gavinryan2012 4 года назад

    Just further to my previous query.... and I would love to know how the new Multires modifier capabilities might work with adaptive subdivision...

  • @JonahHache
    @JonahHache 2 года назад

    you rule! I

  • @savagedesign1357
    @savagedesign1357 3 года назад +1

    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 !!

    • @davidz1205
      @davidz1205 3 года назад

      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.

    • @kendarr
      @kendarr 3 года назад +1

      It depends on the textures names, sometimes it will not work

    • @FaHiM58
      @FaHiM58 Год назад

      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

  • @user-xh6oi7po7l
    @user-xh6oi7po7l 2 года назад

    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!

    • @TheCGEssentials
      @TheCGEssentials  2 года назад

      I don't understand the question. Do you have node wrangler enabled?

  • @SrdjanPavlovic11080
    @SrdjanPavlovic11080 3 года назад

    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

    • @kendarr
      @kendarr 3 года назад +2

      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

    • @SrdjanPavlovic11080
      @SrdjanPavlovic11080 3 года назад

      @@kendarr Thank you on very informative answer.

    • @kendarr
      @kendarr 3 года назад

      @@SrdjanPavlovic11080 sure man :D

  • @darkdoom907
    @darkdoom907 2 года назад

    Can you export the model as an fbx and import in unity as a 3d model

    • @TheCGEssentials
      @TheCGEssentials  2 года назад

      Unity should support native Blender import I believe, though I don't know if the displacement would show up or not

  • @SeanyKrabs
    @SeanyKrabs 3 года назад +1

    For some reason, this has never worked for me. I've watched multiple videos, followed each step, nothing.

    • @TheCGEssentials
      @TheCGEssentials  3 года назад +2

      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

    • @kendarr
      @kendarr 3 года назад +3

      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

  • @paulatreides6711
    @paulatreides6711 4 года назад +1

    i wish blender would have a displacement system like octane where you're not obliged to subdivide the mesh .

    • @TheCGEssentials
      @TheCGEssentials  4 года назад

      Interesting - I wonder if it isn't basically doing what we're showing here - adaptive subdivision, but doing it by default without a modifier?

    • @paulatreides6711
      @paulatreides6711 4 года назад

      @@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

    • @reboa.i563
      @reboa.i563 4 года назад +2

      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!

    • @TheCGEssentials
      @TheCGEssentials  4 года назад +2

      @@reboa.i563 Didn't know that - I'll have to check it out :)

  • @aLoudSi1ence
    @aLoudSi1ence 4 года назад +1

    Ctrl + Shift + T is what you said? Not working here. Hate when it fails on the first step :(

    • @agmsoft
      @agmsoft 4 года назад +6

      for using this feature you need to enable "node wrangler" addon, settings->add-ons.

    • @passerbylau4979
      @passerbylau4979 Год назад

      @@agmsoft thank you so much 😊

  • @csatanusir5141
    @csatanusir5141 4 года назад

    sir how can we change leaf shape in green saplin add on??

    • @TheCGEssentials
      @TheCGEssentials  4 года назад

      Which add-on? I'm not familiar with this one

    • @csatanusir5141
      @csatanusir5141 4 года назад

      Tree add-on. You have already made video on it. I want to know how to change leaf shape.

    • @TheCGEssentials
      @TheCGEssentials  4 года назад

      @@csatanusir5141 Oh - Sapling Tree generator? I showed you how to do that 5 minutes into the video...

  • @mipe7755
    @mipe7755 3 года назад

    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.

    • @TheCGEssentials
      @TheCGEssentials  3 года назад +5

      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

  • @darkdoom907
    @darkdoom907 2 года назад

    ?? senpai??

  • @natsukashii28
    @natsukashii28 3 года назад

    the intro is cringe lol

  • @elaynetamalyn4674
    @elaynetamalyn4674 2 года назад

    after fthe first two pbr node wrangler ctrl shift t , i start getting " a error value error path is on mount H: start on mount C:" any ideas? then the third one i get a error when i try packing the textures as i save for the seond time , i start gettting file not found

  • @iainprendergast8311
    @iainprendergast8311 2 года назад

    Brilliant