Real Time Displacement EEVEE NEXT Blender 4.2 Tutorial
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- Опубликовано: 25 авг 2024
- Now we can use procedural textures with true shader displacement in EEVEE NEXT, Blender 4.2 tutorial
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you can bake displacement map and apply it in displacement modifier using same mesh and same uv so you can then export it to any other program you want.
yes, if you can bake the texture, that would be a solution
Thank you brother I really need this ❤❤
Thank you very much for this tutorial!
Gracias por tu conocimiento! 🔥
Con gusto!
Hi , does it work if we bake it for Unity or web in Glb ? thanks a lot
it does, just apply the modifier before exporting
as far as I know we can't convert to mesh, this is a shader displacement the same as in cycles, GAEA it's free and we can make terrains to export for games.
@@chuckcg yeah thanks a lot.
Did not have any chance to try the eevee next but do you think that it can replace cycles for more realistic scenes?
I don't think so, cycles is more accurate when calculating the light
If i understand correctly, even after all that its just a plane with displacement. Not real geometry, and cannot be used as a ground plane for characters to interact with, right?
the same as cycles shader displacement but with eevee
@@chuckcg yeah I forgot eevee didn't support displacement in the earlier versions.
if you want to real displacement that could be done using geometry nodes already
but same thing can be achieved using geometry node, and that would be real displacement with geo node ,, would need that if want to transfer mesh to other software
Well, here we can use the procedural textures and mix them, easier than gm, I couldn't achieve the same result in geometry nodes, but you can use the method you like.
@@chuckcg i mean like procedurally create any texture using shader nodes then feed the final output in geometry nodes for real displacement
but overall this is something i was also waiting to happen in evee, now we can preview realtime via shader node and create real displacement out of final result using geo nodes
It can improve performance for certain type of animations, if you are an advanced user. Modifier-based and especially geonode animation effects are computed on CPU and thus are slow on heavy meshes. While with shader displacement, you can store required data in geonode attributes or textures, and then move vertices from shader code, on GPU, avoiding updating modifier every frame. For example, you created a field of grass using geometry nodes, and want the grass to sway; you can record pivot point of each instance as geonode attribute, and then rotate it using vector math in shader code
Well, in theory. After I got to actual testing, results weren't that great
oh convert to mesh doesn't work 😤
I think it requires less resources that way, for real geometry we have the displace modifier .
just use the displace modifier
to be honest, this is great News, but I'm a bit tired of the upgrade pipeline every week... will my Plugins work from 4.1 if even most of the 4.0-Plugins didn't? AMD Prorender is still not available for 4.0 and neither for 4.1. so I keep switching back and forth to 3.6 to render, bake all geometry to solid mesh that I can render in 3.6... You get my point? Blender needs some serious change with its upgrade policy. Make Blender with the features and then release. Blender has gotten down to the level of a forever-early-access thing!
Hi, I totally get it, had a similar problem. My solution was to stick to LTS (3.3, 3.6). For some of my files i am even still using 3.2.
About plug-ins, that is unfortunately completely on their developers to update them, including AMD prorender. Back at 3.0 I wanted to purchase 5700xt. For this sole reason I ended up with 2060, simply lack of updates from AMD.
Tldr: I use the version where the project/ file was created. There is no reason to switch to newer version (except bug fixes like 3.6.10 etc.)
I hope this helped. Have a great day.
BTW: 3.6 still renters the fastest
@@petrnovy6196 you mean with Cycles or EEVEE?
Cycles... that's the next thing... I have Cycles 4D and these features are not in Blender Cycles... wow!!!
@@petrnovy6196this is how VFX studios work, never upgrade mid-project. We upgrade our Maya version maybe every 3 years at a push because it’s a big jump and a lot of code has to be re-written, and some plugins just don’t work. This isn’t just a blender thing. There’s nothing wrong with sticking with 3.3 LTS or 3.6 LTS, unless you always want the latest shiny addons. I think I will be sticking with 4.2 LTS for a LONG time, as eevee next is a major milestone.
Anyone else having issues where the Eevee next displacement is splitting your mesh? I have tried it on cubes and the displacement keeps splitting the edges of the cube. However in Cycles it doesn't. Is there a setting that fixes that or is it just a bug?