A tool for more 𝙧𝙚𝙖𝙡𝙞𝙨𝙩𝙞𝙘 landscapes in Blender?

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  • Опубликовано: 27 ноя 2024

Комментарии • 33

  • @TheRealJerseyJoe
    @TheRealJerseyJoe 2 года назад +7

    I don't have any specific comments other than.... great work, I like it !

  • @Blendercage
    @Blendercage 2 года назад +7

    I’m heavy into landscapes lately so I’ll definitely look at this. Thanks

  • @unnamedsidecharacter889
    @unnamedsidecharacter889 2 года назад +5

    I have been looking into landscape generators for a while, great work mate

  • @everillangel5037
    @everillangel5037 2 года назад +5

    Really amazing man! Hope to see this progress even more in the coming months. Thanks for all the effort and time put into this.

  • @ZephyrinSkies
    @ZephyrinSkies Год назад

    Holy crap, this is amazing. This is such a great contribution to the program and the community.

  • @abd-elrahmankhalifa4453
    @abd-elrahmankhalifa4453 2 года назад +1

    amazing as usual

  • @cyborgmetropolis7652
    @cyborgmetropolis7652 2 года назад +1

    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.

  • @ciso
    @ciso 2 года назад +2

    Really liked the Abonnieren

    • @Kammerbild
      @Kammerbild  2 года назад +2

      gotta make sure to be inklusive :D

    • @ciso
      @ciso 2 года назад

      @@Kammerbild Yeah makes sense 🤣

  • @capangzgamex2852
    @capangzgamex2852 Год назад +1

    You got new subs from me 😉👍. Awesome tutorial. You teach every thing what I need. TQ! 🥳

  • @larisdalley7383
    @larisdalley7383 Год назад

    Sieht sehr solide aus

  • @ESD8000
    @ESD8000 2 года назад +2

    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.

    • @Kammerbild
      @Kammerbild  2 года назад +1

      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 🤔

    • @ESD8000
      @ESD8000 2 года назад

      @@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?

    • @Kammerbild
      @Kammerbild  2 года назад +3

      @@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

    • @ESD8000
      @ESD8000 2 года назад

      @@Kammerbild would love to see an exploration into that, no matter in which direction you ultimately go

  • @Maarten-Nauta
    @Maarten-Nauta 2 года назад

    Distorting the UVs to hide the pixelation of the colormaps is really smart

  • @pixelricebowl
    @pixelricebowl 2 года назад

    This is awesome. Nice work!

  • @joeg7096
    @joeg7096 Год назад

    dude this looks so fucking good. thank you

  • @mpix2000
    @mpix2000 2 года назад

    Its unbelievable, my computer is like: is that all you've got?

  • @paulatreides1354
    @paulatreides1354 2 года назад +2

    if only blender had that octane displacement system based on voxels , where you don't need subdivision to use displacements

  • @thorberg2192
    @thorberg2192 Год назад

    danke!!!!!

  • @30Salt
    @30Salt Год назад

    Did you make a world machine macro for creating the maps here?

  • @nisbahmumtaz909
    @nisbahmumtaz909 9 месяцев назад

    so i tried it out, and it fails to generate any sort of height in blender 4.0.2?

  • @АндерМак
    @АндерМак 2 года назад

    How buy older version? you can make settings for large wide landscapes how view of the earth from the stratosphere

  • @roboforce4397
    @roboforce4397 Год назад

    Flat road and areas to place civilisation. Rgb map and Rgb to texture for details using 512x 512 resolution texture.

  • @jmdenisme
    @jmdenisme Год назад

    World Machine tutorial ? :)

  • @emretoruk7067
    @emretoruk7067 2 года назад

    Can you share with us how to get all texture maps ? (in case reproduction for other projects.)

  • @cyborgmetropolis7652
    @cyborgmetropolis7652 2 года назад

    Doesn't appear to work on M1 Mac, Blender 3.2. The height maps don't generate height geometry.