This tutorial was incredible. I'm on a deep dive learning blender and this was very easy to follow as well as informative. I'm trying to fight the urge to just download all the models I need, and learn how to create them myself. Thank you so much.
@@snow_mamba I'm curious, is it possible to bake the 3-d shape created in this tutorial into an object which then is 3D outside of rendered view? So that I could simulate water through the object?
Thanks very much! It's still a fairly new channel so I don't expect to show up in many searches or related videos yet, for now I'm just having fun making these videos.
@@snow_mamba I guess you have to bake a displacement map, then use that image in the displacement modifier to make the set model. These are cool but I wonder why bother with the procedural node method of modeling when you just have to take the extra step in order to have a model? Heh, what am I missing I wonder.
@@cerberus8666 If you are asking why I don't just use the modifiers then I would say that you have many things you can do in the shader workspace that you can't with just the modifiers, or at least I don't know how to.
@@cerberus8666 Unfortunately though it is still a little complicated to bake the displacement maps, this video outlines a technique that works pretty well ruclips.net/video/McALCOr39rY/видео.html&t
Thanks! The ground clay and ground forest are both free from poliigon on this page www.poliigon.com/textures/?refine_by=assets-free and the cliff rock is free with an account from textures.com, just search for cliff and rock and look for cliff rock 3. I just checked and they're all still there.
At 9:20 you plugged a colour ramp into the separate z option, and that seemed to create random splotches of noise over the landscape, I would have thought however that that would produce the second effect of having the top half be white and the bottom half to be black like what happens when you put it into the rgb curves node. What does the separate z do in this context?
As far as I can tell the reason it gives that effect is because at that point in the node setup the mesh has not been displaced, and so I am just getting the z channel of the plane which is just the noise that is further upstream of the sepxyz node.
Hi Sam, would you consider making a tutorial for applying procedural textures to meshes that are not planes? Like a simple sculpted base rock with noise texture for details. Hope that makes sense, thanks!
Hey good question, I think the easiest way would be to bake a displacement map, then use the resulting displacement map as an image for the displacement modifier, then apply the displacement modifier. I've had mixed luck so far with this method so I may try it out and see what works. Feel free to ask any follow up questions you have. Cheers!
The problem I am having is when I place the texture coordinate and connect it to the material output,I am not getting the green box above my material out put,how do I change that?
Hi !! It worked perfectly until I decided to close Blender and reopen it the day after. Now when I assign my material on my plan it just creates a kind of 2d image that color my plan. But when I creates a Render view, it works and my plan appears in 3D with the water and all. Do you have an idea of what possibly happened ?
Hello very nice tutorial series, I learned a lot from it thanks. I have a question. What would be the best approach with this method to make a curved river ? I can use an image texture created in gimp or right in blender too using texture paint, or some other procedural things which could come to mind, but should I try to attack the y or maybe z axis in some way using your method then for the curve ? Can this method - watch?v=NgQXgXCR3TE in some way be used to create the river path ? Edit: well I figured something, after making this array and curve modifier could be used on it to create the river but the knowledge of making it right inside the shader would be amazingly cool as well !
Hmm the array and curve modifier is a cool solution nice work. Did you try the method in the video you linked? That may work I'm not sure. There are a number of ways that you could make a curvy black line through a plane but it's hard to know how it will interact with the rgb curves node before trying it out. Let me know if you get something that works
Somehow nothing happens rlly when I do the first steps regarding the nodes in Shading. Did it all multiple times and correct, but doesnt show me anything. Its not displced and only shows a slightly darker plane :I
Hmm i just tried it out and it worked for me. Make sure the rgb curves node is plugged into the height input on the displacement node, if it's plugged into the normal it won't work. Also make sure you're in cycles and have enabled displacement in the material settings.
Hi, after I changed the displacement settings I clicked and dragged in the corner of the window where it is rounded with my mouse button, this allows you to split your screen.
@@snow_mamba thanks to reply! I'm first to do some kind of rendering!! Video is good but it's not quite friendly to real beginner :( it hard to know the key and.. etc.. so next time If you retake this video.. pls be friendly to beginner :) *thx to listen! and friendly reply!*
Hi there, it is most likely that you don't have the node wrangler enabled which is an addon that you already have you just have to check the box. Go to edit and then preferences and you should find it by searching under 'add ons'. Let me know if that works.
Hi there, I forgot to say the shortcut out loud but in the shader editor I hit "shift + a" and then searched for the texture coordinate node. I then hit "ctrl + shift + LMB" to view the generated output. If you're finding it confusing it may be better to check out an earlier video in the series and then come back to this one but feel free to ask more questions.
This tutorial was incredible. I'm on a deep dive learning blender and this was very easy to follow as well as informative. I'm trying to fight the urge to just download all the models I need, and learn how to create them myself. Thank you so much.
Glad it was helpful!
@@snow_mamba I'm curious, is it possible to bake the 3-d shape created in this tutorial into an object which then is 3D outside of rendered view? So that I could simulate water through the object?
how do you not have more subs? this is amazing!
Thanks very much!
woah dude I wish you had more subs, you vids are amazing!
Thanks very much! It's still a fairly new channel so I don't expect to show up in many searches or related videos yet, for now I'm just having fun making these videos.
@@snow_mamba I guess you have to bake a displacement map, then use that image in the displacement modifier to make the set model. These are cool but I wonder why bother with the procedural node method of modeling when you just have to take the extra step in order to have a model? Heh, what am I missing I wonder.
@@cerberus8666 If you are asking why I don't just use the modifiers then I would say that you have many things you can do in the shader workspace that you can't with just the modifiers, or at least I don't know how to.
@@cerberus8666 Unfortunately though it is still a little complicated to bake the displacement maps, this video outlines a technique that works pretty well ruclips.net/video/McALCOr39rY/видео.html&t
Great tutorial. Thank you!
Happy to help
How do u make generated
Oh yeah, this is a really cool use of nodes
Thanks very much!
Awesome video Sam. Earned yourself a new subscriber with this one.
Glad you liked it
just for ctrl+shift+T .....a huge thank you !!!!! And for tutorial also)
Happy to help
How can I get the textures,Amazing video btw!
Thanks! The ground clay and ground forest are both free from poliigon on this page www.poliigon.com/textures/?refine_by=assets-free and the cliff rock is free with an account from textures.com, just search for cliff and rock and look for cliff rock 3. I just checked and they're all still there.
Hi, at 8:46 my color ramp didn't change into black and white. What do I did wrong?
nevermind i figured it out
At 9:20 you plugged a colour ramp into the separate z option, and that seemed to create random splotches of noise over the landscape, I would have thought however that that would produce the second effect of having the top half be white and the bottom half to be black like what happens when you put it into the rgb curves node. What does the separate z do in this context?
As far as I can tell the reason it gives that effect is because at that point in the node setup the mesh has not been displaced, and so I am just getting the z channel of the plane which is just the noise that is further upstream of the sepxyz node.
Hi Sam, would you consider making a tutorial for applying procedural textures to meshes that are not planes? Like a simple sculpted base rock with noise texture for details. Hope that makes sense, thanks!
Yeah totally I like that idea. I'll see what I can do.
@@snow_mamba Thanks kind sire
thanks for sharing
Thanks for watching!
how do you apply the displacement to the plane for exporting?
Hey good question, I think the easiest way would be to bake a displacement map, then use the resulting displacement map as an image for the displacement modifier, then apply the displacement modifier. I've had mixed luck so far with this method so I may try it out and see what works. Feel free to ask any follow up questions you have. Cheers!
@@snow_mamba i will try thanks
@@Some_one11237 hey! if you did try it... did it work?
@@bia_campos i don't remember but it should work, the procedure it's like that, acrivate experimental mode and also displacement map too, don't forget
The problem I am having is when I place the texture coordinate and connect it to the material output,I am not getting the green box above my material out put,how do I change that?
I think what you're referring to is the node wrangler viewer node, you get it by clicking ctrl+shift+LMB but it not necessary just faster.
hello, the rgb curve dont do the displacement on blender 3.5.. can i know why
Hi, i tried it out and you're right. I'm not sure why it's not working but if I find out I'll let you know. That's frustrating though
@@snow_mamba omg thankyou.. appreciate it man.. done subscribe!
I can't find displacement on the settings it only showed blend mode and shadow mode
Hi shanny, make sure you are using the cycles render engine, eevee doesn't have the options for displacement.
Hi !! It worked perfectly until I decided to close Blender and reopen it the day after. Now when I assign my material on my plan it just creates a kind of 2d image that color my plan. But when I creates a Render view, it works and my plan appears in 3D with the water and all. Do you have an idea of what possibly happened ?
Sorry I'm not too sure what happened
@@snow_mamba arf thanks
i ended the video saying out loud, that was amazing..
Thanks you're too kind
Hello very nice tutorial series, I learned a lot from it thanks. I have a question. What would be the best approach with this method to make a curved river ? I can use an image texture created in gimp or right in blender too using texture paint, or some other procedural things which could come to mind, but should I try to attack the y or maybe z axis in some way using your method then for the curve ? Can this method - watch?v=NgQXgXCR3TE in some way be used to create the river path ? Edit: well I figured something, after making this array and curve modifier could be used on it to create the river but the knowledge of making it right inside the shader would be amazingly cool as well !
Hmm the array and curve modifier is a cool solution nice work. Did you try the method in the video you linked? That may work I'm not sure. There are a number of ways that you could make a curvy black line through a plane but it's hard to know how it will interact with the rgb curves node before trying it out. Let me know if you get something that works
Somehow nothing happens rlly when I do the first steps regarding the nodes in Shading. Did it all multiple times and correct, but doesnt show me anything. Its not displced and only shows a slightly darker plane :I
Hmm i just tried it out and it worked for me. Make sure the rgb curves node is plugged into the height input on the displacement node, if it's plugged into the normal it won't work. Also make sure you're in cycles and have enabled displacement in the material settings.
1:06 What key did you push? i want to follow...but it hard..:(
Hi, after I changed the displacement settings I clicked and dragged in the corner of the window where it is rounded with my mouse button, this allows you to split your screen.
@@snow_mamba thanks to reply! I'm first to do some kind of rendering!!
Video is good but it's not quite friendly to real beginner :(
it hard to know the key and.. etc..
so next time If you retake this video.. pls be friendly to beginner :)
*thx to listen! and friendly reply!*
Ctrl+shift + T it isn’t working for me what can I do?
Hi there, it is most likely that you don't have the node wrangler enabled which is an addon that you already have you just have to check the box. Go to edit and then preferences and you should find it by searching under 'add ons'. Let me know if that works.
I too sometimes confuse BSDF with BDSM! Amazing video!
Oh yeah, principled bdsm is where it's at
@@snow_mamba huehuehue. Seriously good content though. Keep it flowing
@@alexanderadelmann766 Thanks very much
hi i am also stuck at generated help please
Hi there, I forgot to say the shortcut out loud but in the shader editor I hit "shift + a" and then searched for the texture coordinate node. I then hit "ctrl + shift + LMB" to view the generated output. If you're finding it confusing it may be better to check out an earlier video in the series and then come back to this one but feel free to ask more questions.