I made a little mistake in this video at 1:01:45 In the PBR Texture Sets, the Heightmap result should be MULTIPLIED by the scale value, not divided, so the three Math nodes after the Heightmap Texture and Separate RGB should be Multiply - Add - Multiply.
There is a small confusion in your Procedural Tiles and Bricks UV Grid for Blender - A Tutorial Series - Part 4 video. I can not seem to get the smooth edges to the Square tiles. It works fine in your Nodes, But when I create it from your video the curve gets shifted to the center of the tile. Just wanted you to know.
Hi! Great video, I have a problem. After connecting the textures, when I connect the displacement, it changes all the geometry. It seems like the displacement of all the textures affects each other, and I haven’t been able to make it look right. Thanks again.
I have a question: when you set up a displacement, what is the advantage of using an additional multiply node (to multiply height by, like , .15) instead of just using the "scale" value on the displacement node itself?
That's so I have individual control over each height source contributing to the displacement. If I, for example, connect the ground height to displacement and adjust the scale of the displacement node, and then connect the trees and water heights, they will have to be much greater than they really are to compensate for being scaled down by the Displacement node.
Hey there! Thanks for watching. For games, I would bake the procedural trees heightmap and combine it with the leaves heightmap. Make the water a separate object (a simple plane) instead of trying to displace the landscape. I can't think of anything else right now but I'll let you know if something occurs to me.
i have a question: when i set up my noise texture for the displacement, I use the same amount of scale as yours in the video but it look different. it look it has more noise then yours. what do you think happen there?
Hi there! Scale your plane down by half. You can either; scale the plane in Edit mode, or scale in Object mode and then Apply the scale. That should make your plane look like mine.
really nice tutorial ! I have some struggle at 55:00 because when I plug my tree mask to the math node juste before the water mix, the displacement get f*ck up and change my moutain, I have to rework the "forest" mask I guess
@@Wakasamaa ok. The forest height mask should be made by subtracting the Rock Z Mask from the Forest Z Mask. That should fix the mountains. I'm not sure about the long peaks though. Try the Mask fix for now and we'll see how we do.
So at some point my water layer went funny and has some streak reflection. I'm going to run it fresh from the top and see if I can spot the issue. It happened during pbr setup for sure but I am not sure when
Streaky reflections? I'd need to see a screenshot or something to figure out what's going wrong. Good luck with the rerun. I hope it works out more smoothly. Give me a shout if you need help.
You should be ok. One big thing to look out for is the place where you give names and defaults to a custom node's input and output sockets. Look for the "Group" tab in the N panel when you're editing a custom node.
@@nodesandnoodles i immediately fall off as In am not getting displacement. my plane is subdivided 10 times and I am just at a loss .. I'm in the fifth minute
i need help, iam at the 53 to 54 minute mark the part where you need to subdivide the plane so the tree height would show up, it didn't work for me no mater how many I subdivide it didn't work. i even tried to subdivide it to 6 but then my blender crash 🤣
Hi Kevin. Have you tried using Adaptive subdivision? That will give you more subdivision in the areas closer to the view point. Remember to switch back and forth between Solid and Rendered view to refresh the subdivision. To avoid the crashing, try using a smaller plane (mine is 1x1) just remember to Apply the scale if you scale in Object mode.
@@nodesandnoodles i did use adaptive subvdivision, its still didn't work on me but is It possible because i use different version of blender? i use the blender 3.4.1
I made a little mistake in this video at 1:01:45
In the PBR Texture Sets, the Heightmap result should be MULTIPLIED by the scale value, not divided,
so the three Math nodes after the Heightmap Texture and Separate RGB should be Multiply - Add - Multiply.
There is a small confusion in your Procedural Tiles and Bricks UV Grid for Blender - A Tutorial Series - Part 4 video. I can not seem to get the smooth edges to the Square tiles. It works fine in your Nodes, But when I create it from your video the curve gets shifted to the center of the tile. Just wanted you to know.
genial y liviano!
thanks for the tut!
You're welcome.
Thanks for watching.
Amazing as usuall! : D Thanks for share all this!
Cheers Mauro and thank you for watching!
Have a good one.
yayy will follow it
Excellent! I hope you enjoy it.
Thanks for watching!
wow what a brain ! amazing
Thank you very much! Too kind.
I'm happy you liked the video and thank you for watching.
Hi! Great video, I have a problem. After connecting the textures, when I connect the displacement, it changes all the geometry. It seems like the displacement of all the textures affects each other, and I haven’t been able to make it look right. Thanks again.
Hi there. Thank you.
I'm not sure what's going wrong. Could the displacement be too strong?
I have a question: when you set up a displacement, what is the advantage of using an additional multiply node (to multiply height by, like , .15) instead of just using the "scale" value on the displacement node itself?
That's so I have individual control over each height source contributing to the displacement.
If I, for example, connect the ground height to displacement and adjust the scale of the displacement node, and then connect the trees and water heights, they will have to be much greater than they really are to compensate for being scaled down by the Displacement node.
Can u please how to optimize the landscape procedurally for video games?
Hey there! Thanks for watching.
For games, I would bake the procedural trees heightmap and combine it with the leaves heightmap.
Make the water a separate object (a simple plane) instead of trying to displace the landscape.
I can't think of anything else right now but I'll let you know if something occurs to me.
i have a question: when i set up my noise texture for the displacement, I use the same amount of scale as yours in the video but it look different. it look it has more noise then yours. what do you think happen there?
Hi there!
Scale your plane down by half. You can either;
scale the plane in Edit mode,
or scale in Object mode and then Apply the scale.
That should make your plane look like mine.
@@nodesandnoodles it fixed! THANK YOU!!!!
@@neonasheed4490 perfect! Glad to hear it.
You're welcome.
really nice tutorial ! I have some struggle at 55:00 because when I plug my tree mask to the math node juste before the water mix, the displacement get f*ck up and change my moutain, I have to rework the "forest" mask I guess
Thank you!
Does it change only the mountains or does it affect the forests and mountains?
@@nodesandnoodles it affect the mountain and the forest and make them into long sharp peak
@@Wakasamaa ok. The forest height mask should be made by subtracting the Rock Z Mask from the Forest Z Mask. That should fix the mountains.
I'm not sure about the long peaks though. Try the Mask fix for now and we'll see how we do.
Im not even going to watch till the end before giving a thumbs up.
Thank you Jonathan!
I appreciate it and I'm glad you like the video.
Cheers!
So at some point my water layer went funny and has some streak reflection. I'm going to run it fresh from the top and see if I can spot the issue. It happened during pbr setup for sure but I am not sure when
Streaky reflections? I'd need to see a screenshot or something to figure out what's going wrong.
Good luck with the rerun. I hope it works out more smoothly.
Give me a shout if you need help.
lets go
Strap in Louis! It's a big slice of time!
@@nodesandnoodles i follow at a pretty good pace but i am in 3.4 so I may have to refer to the manual
You should be ok. One big thing to look out for is the place where you give names and defaults to a custom node's input and output sockets. Look for the "Group" tab in the N panel when you're editing a custom node.
@@nodesandnoodles i immediately fall off as In am not getting displacement. my plane is subdivided 10 times and I am just at a loss
.. I'm in the fifth minute
@@louisdavis1370 check the N panel in the node editor.
Options tab
Settings
Surface
Displacement
Make sure that's set to Displacement Only.
i need help, iam at the 53 to 54 minute mark the part where you need to subdivide the plane so the tree height would show up, it didn't work for me no mater how many I subdivide it didn't work. i even tried to subdivide it to 6 but then my blender crash 🤣
Hi Kevin. Have you tried using Adaptive subdivision? That will give you more subdivision in the areas closer to the view point. Remember to switch back and forth between Solid and Rendered view to refresh the subdivision.
To avoid the crashing, try using a smaller plane (mine is 1x1) just remember to Apply the scale if you scale in Object mode.
@@nodesandnoodles i did use adaptive subvdivision, its still didn't work on me but is It possible because i use different version of blender? i use the blender 3.4.1
Do you get any displacement at all? Is the landscape displaced?
@@nodesandnoodles yes the landscape is displaced, only the tree doesn't.
@@kevinjordan1817 try connecting only the trees height to the displacement. No landscape or water or anything.