This is very nice, and I found out if you just subdivide it (In Edit Mode) without using the adaptive subdivision, It will save you Ram if anyone here has that problem
3 года назад+3
One of the best procedural terrain videos. Thanks.
I'm not sure if it's because of the version difference but I didn't get the same result in 1:46 with the Displacement height. All it did when I change it is it moves up and down, didn't give me the same mountain look.
Make sure to use Cycles, also change to experimental in feature set, and add the subdivision surface with adaptive subdivision, also enable displacement and bump in material properties, i explained all this in the video, make sure to follow all the steps.
In render tab, you have to use Cycles render, also Experimental in "feauture set", also in material tab use to displacement and bump, I explained all this in the video.
Well, after adding an ANT landscape mesh (16K faces) and adding subd modifier with 2 levels, I have 250K faces. I guess I need to experiment with using a start landscape or a flat plane. Anyway, I'll come to some kind of understanding of this stuff. Thx for the tut!
So i'm a noob, i followed your tutorial, and tried to export it, and when i placed it in Unity, it was just a flat plain and not all the epic awesomeness, how would one for us unlearned ones, export our finished masterpiece, to use as a game level in Unity or Unreal Engine, and is that even possible?
This is fantastic, I'm following this tutorial for a project of my own and was wondering, how would you go about exporting it from blender into unreal engine 5?? I'm currently trying to figure that one out 😅
Unfortunately we can't do that, because we are using blender procedural textures, but if you want to export for game engines, you can create the terrain with A.N.T. landscape addon, wich is included in blender, here i talked about it ruclips.net/video/pLfHTTeSvs8/видео.html
@@yasminabarnhardt9268 As far as i know we can't convert to mesh,The problem will be the amount of detail that this has, there would be millions of polygons if we convert to mesh, that's way the best option is to use a normal map, take a look here for PBR rock textures ambientcg.com/list?category=Rock
I looked at the # of faces for this showing on your screen. 4. ? It literally says there are FOUR POLYGONS and yet you can see in the viewport tons of details. Wow. Seems like displacing this way would be the way to go when creating multiple mountains in a scene. Some far away ones would not need as much detail then closer ones you could just bump up the polys for those and still be way below any poly limit for your PC setup. I see some people moving the scene in viewport in full cycles render mode with over 8 million polys with no lag. I put a low number in voxel remesh one time and had no idea what I was doing. It took like over a minute and then I looked at my face count. over 66 million faces. ! I quickly hit control z. man, it didn't crash tho. but i was too scared to try and orbit the viewport with 66,000,000 faces. hahhah I assumed it would be laggy even in solid mode. I still get baffled by how to displace since there is a displace modifier and I always thought you had to have actual geometry (faces) to displace so... this still is a bit confusing but I see the result and I see the face count which is insanely low. 4? that's crazy. So, when I try displacement again, I'm going to definitely use this approach and see what happens. Thanks a lot!!!!
@@chuckcg I have a 4070 TI and 64G RAM. I just upgraded over a month ago. I always use GPU for rendering and denoising. Way faster than CPU. But I did not click experimental so that's prob why I didn't see all the settings you had AND why my poly count was way up above yours. Ok, thanks for the help!!!
@@chuckcg Thanks sir, it worked ! But sadly it occupies 3.9GB(out of 4GB) of graphics memory :( So I don't think , I can add anything extra to the scene ☹
The only problem with procedural terrain is that you can't add a particle system to it (or at least it won't go on the deformed terrain properly). Unless there's a way that I don't know about... But this does look very good and very quick too, nice one.
You can bake textures into geometry, but then that means you can no longer procedural edit things, so you have to be sure that's the exact terrain you want before moving on to the particle stage.
This tutorial is soooo good and the method to create terrain is really elegant! And it is only 4 min long! Unbelieveable!!
I dont believe I stumbled on this 2 years later...thank you! This video was a life (and time!) saver.
I'm glad it was helpful!
Thanks for the tutorial, you save my live from having a extreme headache from not founding any video, THX!!!
This is very nice, and I found out if you just subdivide it (In Edit Mode) without using the adaptive subdivision, It will save you Ram if anyone here has that problem
One of the best procedural terrain videos. Thanks.
thanks! glad you found this useful .
I was really struggling with, how to use two or more nodes for hight at the same time thanks for your video ❤
More awesome tutorial i've watched in making mountains in blender :) Thanks dude!
Super. I love it. Thank you!
This is literally the best tutorial on making a landscape.
Thanks! glad you found this useful.
Set the Color Ramp to B-Spline. It will make your landscape _so_ much better.
Holy shit this channel is an hidden gem, just discovered it. Your videos are great. tysm for your work
Thanks!
Nice video. Short and sweet, with much better results than I have been getting after 2 hours of fiddling with Musgrave textures. 😅
Thanks, glad it was useful
I'm gonna have to go through this a couple thousand more times.
Thank you I needed this
Set the color ramp to B-Spline for a realistic look.
Thank you very much for this help
I DITTO Altans reply ............ great Chuck
Cheers
I'm not sure if it's because of the version difference but I didn't get the same result in 1:46 with the Displacement height. All it did when I change it is it moves up and down, didn't give me the same mountain look.
Make sure to use Cycles, also change to experimental in feature set, and add the subdivision surface with adaptive subdivision, also enable displacement and bump in material properties, i explained all this in the video, make sure to follow all the steps.
Amazing as aways
also, I don't see any dicing rate or subdiv setting in my render properties. I'm using blender 3.5.1. probably why.
In render tab, you have to use Cycles render, also Experimental in "feauture set", also in material tab use to displacement and bump, I explained all this in the video.
@@chuckcg Only difference I did was I didn't click experimental. Maybe then it would have shown up. thanks!
Amazing tutorial🤩
Thank you! Cheers!
very useful thanks
Thank you very very much.
Well, after adding an ANT landscape mesh (16K faces) and adding subd modifier with 2 levels, I have 250K faces. I guess I need to experiment with using a start landscape or a flat plane. Anyway, I'll come to some kind of understanding of this stuff. Thx for the tut!
exactly what i needed
Glad you found this useful.
Hello, anytime I insert a camera, it clips, any solution for this?
It's Amazing Bro... Thank You...
Glad you like it!
Fantastic!
Thanks!
Thanks for the tutorial!
How do I add a texture to the flat part of the terrain?
I’m going to try sculpt brush
Just put a plane a bit above the flat part this works normally
Set the Color Ramp to B-Spline. It will make your landscape _so_ much better.
Awesome
Thanks
Set the Color Ramp to B-Spline. It will make your landscape _so_ much better.
Thanks a lot!
Wow nice
Set the Color Ramp to B-Spline. It will make your landscape _so_ much better.
gt = good tutorial 😁
So i'm a noob, i followed your tutorial, and tried to export it, and when i placed it in Unity, it was just a flat plain and not all the epic awesomeness, how would one for us unlearned ones, export our finished masterpiece, to use as a game level in Unity or Unreal Engine, and is that even possible?
This is only for blender, there's no way to export it, for Unity or Unreal you can use GAEA
How do you export it to unity?
you can't export it, this is only for blender, if you want a terrain for export, you can use the ANT landscape addon in blender or just use GAEA
how did you get the render?
can i export this as a heightmap from blender and import it into UE4?
this works only in blender
@@chuckcg You can still make a normal output height map and import it.
why the render says "out of memory"?
help :((
increase dicing rate render, you can find it in render properties under subdivision tab.
@@chuckcg it fucking worked !! thanks mate :DDDDD
cool!
Thanks so much!
Set the Color Ramp to B-Spline. It will make your landscape _so_ much better.
I don't know what I did wrong but its just a flat plain only 2D not 3D
help?
Make sure to use Cycles experimental, and follow all the steps
@@chuckcg tnx ill try
thanks a lot
That’s beautiful. Thanks 🙏🍷🎩🎩🎩
Glad you like it!
Set the Color Ramp to B-Spline. It will make your landscape _so_ much better.
thanks
This is fantastic, I'm following this tutorial for a project of my own and was wondering, how would you go about exporting it from blender into unreal engine 5?? I'm currently trying to figure that one out 😅
Unfortunately we can't do that, because we are using blender procedural textures, but if you want to export for game engines, you can create the terrain with A.N.T. landscape addon, wich is included in blender, here i talked about it ruclips.net/video/pLfHTTeSvs8/видео.html
Oh dang, do you think that there's a way to turn it into a mesh in blender??
@@yasminabarnhardt9268 As far as i know we can't convert to mesh,The problem will be the amount of detail that this has, there would be millions of polygons if we convert to mesh, that's way the best option is to use a normal map, take a look here for PBR rock textures ambientcg.com/list?category=Rock
Oh ok, yeah makes sense thank you so much for the responses!! ☺️
@@yasminabarnhardt9268 You're welcome.
you are the best !!!!
Set the Color Ramp to B-Spline. It will make your landscape _so_ much better.
I looked at the # of faces for this showing on your screen. 4. ? It literally says there are FOUR POLYGONS and yet you can see in the viewport tons of details. Wow. Seems like displacing this way would be the way to go when creating multiple mountains in a scene. Some far away ones would not need as much detail then closer ones you could just bump up the polys for those and still be way below any poly limit for your PC setup. I see some people moving the scene in viewport in full cycles render mode with over 8 million polys with no lag. I put a low number in voxel remesh one time and had no idea what I was doing. It took like over a minute and then I looked at my face count. over 66 million faces. ! I quickly hit control z. man, it didn't crash tho. but i was too scared to try and orbit the viewport with 66,000,000 faces. hahhah I assumed it would be laggy even in solid mode. I still get baffled by how to displace since there is a displace modifier and I always thought you had to have actual geometry (faces) to displace so... this still is a bit confusing but I see the result and I see the face count which is insanely low. 4? that's crazy. So, when I try displacement again, I'm going to definitely use this approach and see what happens. Thanks a lot!!!!
Yes this is a cycles feature, micropolygon displacement and adaptive subdivision, but I recommend to use a GPU for rendering.
@@chuckcg I have a 4070 TI and 64G RAM. I just upgraded over a month ago. I always use GPU for rendering and denoising. Way faster than CPU. But I did not click experimental so that's prob why I didn't see all the settings you had AND why my poly count was way up above yours. Ok, thanks for the help!!!
Well, my 4GB 1050ti can't handle it :(
Saying optiX failed ☹☹☹
Can anyone help ☹☹
try to use cuda instead of optix.
@@chuckcg Thanks sir, it worked !
But sadly it occupies 3.9GB(out of 4GB) of graphics memory :(
So I don't think , I can add anything extra to the scene ☹
@@nokiaairtel5311 i recommend increasing "Dicing rate render" by default is 1 px, for exemple to 1.2 or more, for preview i was using 4 pixels.
@@chuckcg OK I'll try and let you know 🙂
The title said procedural terrain, it was even IN UPPER CASE, PROCEDURAL. That means using Python scripting. This is something else.
Yes, it's procedural docs.blender.org/manual/en/2.79/render/blender_render/textures/types/procedural/index.html
Chuck your channel has THEE Most potential... You are a Legend but do you know that? Or your wife keeping it a secret so not to go to your head 😉
ha ha! thanks so much, glad you like it!
The only problem with procedural terrain is that you can't add a particle system to it (or at least it won't go on the deformed terrain properly). Unless there's a way that I don't know about... But this does look very good and very quick too, nice one.
Thanks, yes i think the only way is to add the objects by hand.
You can bake textures into geometry, but then that means you can no longer procedural edit things, so you have to be sure that's the exact terrain you want before moving on to the particle stage.
The problem with this method is that many are probably looking into exporting this somewhere else and use it.
Why is a problem? this is for blender and the title says it
@@chuckcg Because when you boil down to it, this is only a rendering technique when we're talking about a final result..
@@Thesupperals if you don't like it,, then don't use it!