When did you learn all these programs? I have been working on Sketchup, Revit, Lumion for 6 years. And it seems daunting to start a new one like Blender. So far, I learned to do a head and a render of a geodesic dome.
Since this method is program heavy... so can we bake that data and use it as shading data to minimize that? And by how much less geometry needs to be if we do that?
This is really great for adding textures to 3D printed parts. I’ve added hammered finishes to parts using image textures. The output STL was 1GB because of the subdivisions needed to get the detail, but the printed part was amazingly accurate to the original metal part.
You can apply a decimate modifier after all the things are done.. you can use a valuve that doesnt loose any details depends on the scale ofthe object youre printing
Thank you for this really helpful tutorial. I have been looking for how to make displacement map in Blender for couple days and I finally found what I wanted. I'm relieved lol.
(Sorry for commenting on an older video) Is there a route to apply the displacement map and convert to geometry, that takes advantage of the adaptive subdivision so you get a leaner 'pre-decimated' model, rather than the method I'm currently using for creating 3D Print ready models: create high density meshes via subdivision or remesh modifier -> Displacement modifier -> Decimate? I'd desperate to find a solution that basically adds geometry only where needed to create clean mesh Displacement
Important to say as one obstacle to Blenders vagueries that sometimes can do your head in, which I don't think you said - the modifier works in object mode only so if you aren't seeing displacement it's probably because you are in edit mode.
Displace - Are com'in like a ghost toon! Every time I use this modifier I get The Specials singing that in my head, sometimes for days.... Aaauughhh!!!!
It would be much more efficient if you use adaptive subdivision with Cycles (in experimental mode). Then you can fine tune dicing values to get results you need.
Really helpful walkthrough thanks. Question, when I've tried to use my own height maps the texture comes out way too small. Is there a way to enlarge or "zoom in" on the texture used so the portion you see on the model is larger?
Nice video! The problem I have is that I have a very complicated mesh. In a few regions there are enough subdivisions, in other areas there are not enough polygons. But adjusting the amount of polygons in each area for the amount I need without having too much or too few in one or the other area would take hours of picking polygons and subdividing them. Is there a faster way?
Gear video, as usual. Now it would be nice if you can follow up to your remark at the end, where you say this is “expensive” for the processor. A tutorial on how to build a displaced wall texture more efficiently would be very much appreciated.
I'm using Blender to create 3d print mold for concrete pots. I have created a cylinder with an inner wall, I select outer wall and apply noise but it applies to inner wall as well. I just need the texture on the outside of the container, how can I do this?
Is there a way to use the displace modifier with a shader? Otherwise it seems limited... and if you use the shader displacement the modified geometry only exists in the render... not useful for physics etc, is there a way to bake the displaced geometry from a shader into a real geometry? Thanks!
Thanks for the video! I would like to displace a texture all around a complex shape that is just a thin hollowed out shell , however, I would like it to only displace the texture outwards. When I apply the displace modifier, it bumps the texture both inward and outward on the object, but I want the inside smooth. Is there an easy way to accomplish this? Thanks!
Awesome tutorial as usual, Justin! I've got some sort of display issue.. so when I want to use the procedural textures in the displacement modifier I cant see the preview of it, does anyone know how to fix that?
Hi, I'd like your help, I'm developing in fusion 360, I haven't worked in blender yet, and I don't know if this is possible, what I'm trying to do, I have a 3D model of a fish that I made in blender, is it possible to transfer the same model as an stl file in blender and extract the fish scale from the picture and put it on that model that I did in fusion? In the same way with the help of which you did it in the video. I would appreciate any response
Hi, nice tutorial! When using the texture "wood" the menus, size, turbulence and Nabla are grey i don't change anything, do you know how to enable this menus? Thanks again.
Hey man! I love you're tutorial.. It was super awesome and detailed. I wanted to ask, can't you bake the displacements to save on processing? I'm still learning Blender so I could be wrong. Would love your help. Thanks!
Interested about mixing subd modifier and subdivde. They seem combined. Can I use just one? For instance can the subd modifier be used by turning up preview resolution or is it better to combine mesh subdivision together with a bit lower subd modifier value?
When I try and do this it tiles the displacement texture a lot smaller than the actualy UV mapped iamge texture so the displacement doesn't line up, any ideas?
Generally speaking if you're trying to add displacement as a part of a material, I'd add it as a map and use the shader to generate the displacement rather than the displacement modifier.
@@TheCGEssentials I needed to displace geometry so I could edit it and export it for unreal. I found the answer though, under the coordinates section of the modifier, you need to select 'UV', thanks anyway :)
You threw me at 1:56. I was following along in Blender on my laptop, but listening to your video so I could work full screen. So when you said go into Edit mode, it didn't work. You meant to say Object mode. It's not a big thing, but it set me back for a second.I had to go back and watch again to see what went wrong. I admit, it's a crappy way to do a tutorial, but until I can get a second monitor, I'm stuck with either jumping between screens or trying to follow along audibly. But thank you for explaining this. I could never get this to work right because I didn't get the vertex thing.
Hi everyone! Let me know if you have any questions about the displace modifier in the comments below! :)
When did you learn all these programs? I have been working on Sketchup, Revit, Lumion for 6 years. And it seems daunting to start a new one like Blender. So far, I learned to do a head and a render of a geodesic dome.
Since this method is program heavy... so can we bake that data and use it as shading data to minimize that? And by how much less geometry needs to be if we do that?
hiya, I have tried this several times and it's not finding any missing files when I do this. I have watched several videos. Can you help, please?
Thanks so much @theCGEssentials. Please, how can I apply a displacement modifier on a sphere without any pinching at its poles? Thanks
I got a goosebump everytime he said "use subdivision modifier" and "I'm gonna subdivide"
I clicked subdivide one too many times and now my pc is about to explode
This is really great for adding textures to 3D printed parts. I’ve added hammered finishes to parts using image textures. The output STL was 1GB because of the subdivisions needed to get the detail, but the printed part was amazingly accurate to the original metal part.
Damn.
Use this a lot for Minifigures. I use a basic model that the limbs can be reposed then enable the modifiers before export.
You can apply a decimate modifier after all the things are done.. you can use a valuve that doesnt loose any details depends on the scale ofthe object youre printing
@@mr.lunatic3157 Have to use that from now on, it worked like a charm while reducing file size.
"Displace" is the best for Blender tutorials 😉😂🤣
Excellent tutorial. Very informative, to the point and at just the right pace. Thank you!
Thank you for this really helpful tutorial. I have been looking for how to make displacement map in Blender for couple days and I finally found what I wanted. I'm relieved lol.
"Vertex groups". Thank you. so bloody much
Very creative way to use Display modifier. Looking forward to experiment with it. Thanks Justin!
Have fun!
Love this! Very helpful today.
Thank you!
(Sorry for commenting on an older video) Is there a route to apply the displacement map and convert to geometry, that takes advantage of the adaptive subdivision so you get a leaner 'pre-decimated' model, rather than the method I'm currently using for creating 3D Print ready models: create high density meshes via subdivision or remesh modifier -> Displacement modifier -> Decimate? I'd desperate to find a solution that basically adds geometry only where needed to create clean mesh Displacement
Important to say as one obstacle to Blenders vagueries that sometimes can do your head in, which I don't think you said - the modifier works in object mode only so if you aren't seeing displacement it's probably because you are in edit mode.
Yoiu're a good Man Justin...Thanks
THANKS A LOT FOR THIS ONE MAN VERY HELPFUL.
I love how you open intro in every video.. unique. ❤❤ like a witcher but nice
5:15 is exactly what I've been looking for.
Perfect!
Thank you CG E...
Fantastic! Just what I was looking for. Thank you.
:)
Good information, Well presented
I am looking so forward to trying this out later!!!
very helpful like all of your videos, thank you!
Displace - Are com'in like a ghost toon!
Every time I use this modifier I get The Specials singing that in my head, sometimes for days.... Aaauughhh!!!!
Thanks for the great tutorial!!
Man, this tutorial is just what i need!
That part using Weight Paint is awesome for creating like random terrains.
For that, there is a much easier way already in Blender: A.N.T. Landscape. This is an add-on which comes with Blender and you only have to turn it on.
It would be much more efficient if you use adaptive subdivision with Cycles (in experimental mode). Then you can fine tune dicing values to get results you need.
Really helpful walkthrough thanks. Question, when I've tried to use my own height maps the texture comes out way too small. Is there a way to enlarge or "zoom in" on the texture used so the portion you see on the model is larger?
Thank you for a very helpful tutorial
Very useful. Thanks!
Красавчик, Спасибо большое. Удачи тебе в жизни.
Good job i like this modifier
Thank you so much
A much needed tutorial. Thanks for this. :)
Is there any way to bake in the deformation so that you can export the model and 3-D print it with that geometry?
Excelent!!!
:)
Nice video!
The problem I have is that I have a very complicated mesh. In a few regions there are enough subdivisions, in other areas there are not enough polygons. But adjusting the amount of polygons in each area for the amount I need without having too much or too few in one or the other area would take hours of picking polygons and subdividing them. Is there a faster way?
Gear video, as usual. Now it would be nice if you can follow up to your remark at the end, where you say this is “expensive” for the processor. A tutorial on how to build a displaced wall texture more efficiently would be very much appreciated.
Cool video
Thanks!
thank you so much bro
No problem!
I'm using Blender to create 3d print mold for concrete pots. I have created a cylinder with an inner wall, I select outer wall and apply noise but it applies to inner wall as well. I just need the texture on the outside of the container, how can I do this?
Awesome video! I was looking for this a year ago... lol
Well now you have it!
Is there a way to use the displace modifier with a shader? Otherwise it seems limited... and if you use the shader displacement the modified geometry only exists in the render... not useful for physics etc, is there a way to bake the displaced geometry from a shader into a real geometry? Thanks!
Thanks for the video! I would like to displace a texture all around a complex shape that is just a thin hollowed out shell , however, I would like it to only displace the texture outwards. When I apply the displace modifier, it bumps the texture both inward and outward on the object, but I want the inside smooth. Is there an easy way to accomplish this? Thanks!
Awesome tutorial as usual, Justin! I've got some sort of display issue.. so when I want to use the procedural textures in the displacement modifier I cant see the preview of it, does anyone know how to fix that?
Hi, I'd like your help, I'm developing in fusion 360, I haven't worked in blender yet, and I don't know if this is possible, what I'm trying to do, I have a 3D model of a fish that I made in blender, is it possible to transfer the same model as an stl file in blender and extract the fish scale from the picture and put it on that model that I did in fusion? In the same way with the help of which you did it in the video. I would appreciate any response
Can you do this on an object that doesnt have a flat surface? That is what I am trying to do but the texture warps with the surface of the object
Hi, nice tutorial! When using the texture "wood" the menus, size, turbulence and Nabla are grey i don't change anything, do you know how to enable this menus? Thanks again.
Hey man! I love you're tutorial.. It was super awesome and detailed. I wanted to ask, can't you bake the displacements to save on processing? I'm still learning Blender so I could be wrong. Would love your help. Thanks!
Interested about mixing subd modifier and subdivde. They seem combined. Can I use just one? For instance can the subd modifier be used by turning up preview resolution or is it better to combine mesh subdivision together with a bit lower subd modifier value?
Can i use it than bake normal map will it work
thnaks a lot
is there a way I can create a TIF (Tag Image File) Format of my own?
how use texture nodes if i want modify parametric texture?
When I try and do this it tiles the displacement texture a lot smaller than the actualy UV mapped iamge texture so the displacement doesn't line up, any ideas?
Generally speaking if you're trying to add displacement as a part of a material, I'd add it as a map and use the shader to generate the displacement rather than the displacement modifier.
@@TheCGEssentials I needed to displace geometry so I could edit it and export it for unreal. I found the answer though, under the coordinates section of the modifier, you need to select 'UV', thanks anyway :)
i love yr video
Thanks! :)
You threw me at 1:56. I was following along in Blender on my laptop, but listening to your video so I could work full screen. So when you said go into Edit mode, it didn't work. You meant to say Object mode. It's not a big thing, but it set me back for a second.I had to go back and watch again to see what went wrong. I admit, it's a crappy way to do a tutorial, but until I can get a second monitor, I'm stuck with either jumping between screens or trying to follow along audibly. But thank you for explaining this. I could never get this to work right because I didn't get the vertex thing.
Ok so how can I make this with my computer avoiding the cpu to explode
How to export after colour completed character in blender
I didnt know this guy also use blender lol , last time i see hes using sketchup on everything
2:38 Glad that he censored this part, this was really graphic
I could not get this to work. Tried following 3 times.
8:05 cancel him nowwww
...oops
=D
Have anyone ever told you that you look like Mark Zuckerberg?
please don't start video like that
Meh - I'm like 500 uploads in - why stop now?
Lol. People don't know how to have their opinion and understand it's their opinion. Who are you to make demands?
I dont want to look at you
So...don't
Sir you’re the expert!!🫡🫡 thanks a lot