Looks great! I will play around with it tomorrow. Seamless tiles are much appreciated. Something that I’ve been hoping to come across is the ability to partially sculpt custom rivers, roads, waterfalls, caves and tunnels.
very intriguing tool, i personally use Gaea since quite a while because, as you said, blender simply can't compete with those special softwares tailored around just landscapes. But when reimporting inside blender, the quality of the diffuse and normal maps is often lacking even at 8K. With just the UV distortion part and color swapping options you provided i am sure can make my maps look a lot better in close-ups. for improvements or additions, i think there is much potential with using scatter systems in combination with the textures used (and culling, too). Maybe only slightly related, but i have yet to find a good method for procedual volumetric "hero" clouds which would complete the entire landscape.
Yeah - I have essentially done nothing but landscaping for 2 months now and clouds/a good sky really make all the difference. I used a lot of unreal too since it has pretty cool volumetric clouds out of the box. I think a part that is also still missing is a combination of this gradient type coloring and using pbr textures for closeups. So when you zoom in you get those good quality materials 🤔
@@Kammerbild yeah, closeups have been a real pain so far, you can try and use diffuse/ID maps in combination with pbr roughness/normal maps and break up the tiling a bit, but the results have been pretty lackluster for me... ideally you would not have to add an entirely seperate mesh in the foreground for stuff to look decent. Maybe the new UV node can help out here? generate a dense UV grid right infront of the camera and widen up the further you get away from it to avoid aliasing?
@@ESD8000 I am not that concerned with tiling - there are solutions for that... But the mesh resolution is more interesting to me. I just thought about implementing a cameradistance-based level of subdivision. And then I could use the same value to mix between foreground and background Materials
I don't have any specific comments other than.... great work, I like it !
Thanks :)
I’m heavy into landscapes lately so I’ll definitely look at this. Thanks
I have been looking into landscape generators for a while, great work mate
Really amazing man! Hope to see this progress even more in the coming months. Thanks for all the effort and time put into this.
Holy crap, this is amazing. This is such a great contribution to the program and the community.
amazing as usual
Looks great! I will play around with it tomorrow. Seamless tiles are much appreciated.
Something that I’ve been hoping to come across is the ability to partially sculpt custom rivers, roads, waterfalls, caves and tunnels.
Really liked the Abonnieren
gotta make sure to be inklusive :D
@@Kammerbild Yeah makes sense 🤣
You got new subs from me 😉👍. Awesome tutorial. You teach every thing what I need. TQ! 🥳
Sieht sehr solide aus
very intriguing tool, i personally use Gaea since quite a while because, as you said, blender simply can't compete with those special softwares tailored around just landscapes. But when reimporting inside blender, the quality of the diffuse and normal maps is often lacking even at 8K. With just the UV distortion part and color swapping options you provided i am sure can make my maps look a lot better in close-ups.
for improvements or additions, i think there is much potential with using scatter systems in combination with the textures used (and culling, too). Maybe only slightly related, but i have yet to find a good method for procedual volumetric "hero" clouds which would complete the entire landscape.
Yeah - I have essentially done nothing but landscaping for 2 months now and clouds/a good sky really make all the difference. I used a lot of unreal too since it has pretty cool volumetric clouds out of the box.
I think a part that is also still missing is a combination of this gradient type coloring and using pbr textures for closeups. So when you zoom in you get those good quality materials 🤔
@@Kammerbild yeah, closeups have been a real pain so far, you can try and use diffuse/ID maps in combination with pbr roughness/normal maps and break up the tiling a bit, but the results have been pretty lackluster for me... ideally you would not have to add an entirely seperate mesh in the foreground for stuff to look decent. Maybe the new UV node can help out here? generate a dense UV grid right infront of the camera and widen up the further you get away from it to avoid aliasing?
@@ESD8000 I am not that concerned with tiling - there are solutions for that... But the mesh resolution is more interesting to me. I just thought about implementing a cameradistance-based level of subdivision. And then I could use the same value to mix between foreground and background Materials
@@Kammerbild would love to see an exploration into that, no matter in which direction you ultimately go
Distorting the UVs to hide the pixelation of the colormaps is really smart
This is awesome. Nice work!
dude this looks so fucking good. thank you
Its unbelievable, my computer is like: is that all you've got?
if only blender had that octane displacement system based on voxels , where you don't need subdivision to use displacements
danke!!!!!
Did you make a world machine macro for creating the maps here?
so i tried it out, and it fails to generate any sort of height in blender 4.0.2?
How buy older version? you can make settings for large wide landscapes how view of the earth from the stratosphere
Flat road and areas to place civilisation. Rgb map and Rgb to texture for details using 512x 512 resolution texture.
World Machine tutorial ? :)
Can you share with us how to get all texture maps ? (in case reproduction for other projects.)
Doesn't appear to work on M1 Mac, Blender 3.2. The height maps don't generate height geometry.