I really like the tutorial that you have provided very nice. But I'm not getting a good resolution of my texture on the rock faces as for it's all stretched and all over the place. I have tried to send a clip of my work but not able.
I'm a complete Blender noob but I'm working on a terrain for a game and even though this tutorial drives me crazy when you speed it up because my texture was also shiny (thankfully, slowing it to .25 speed and making it full screen, I was able to work it out), I keep coming back to it cause it has the basics. So thank you!
2:30 vs 2:53 You can see that you've lost all of your normal mapping. You need to connect the Normal Map texture to a Normal Map node. Colors range from 0.0->1.0, but normal maps need to range from -1.0->1.0. The Normal Map node just does (input-0.5)*2.0
This is what I was looking for - a way to mix two textures based on the normals. I need to mix two wood textures to create more realistic wooden Letters: End grain, like the end view of a log, and grain, like a plank.
Thanks a lot, super useful and got it to work. Only issue I had is at 5:10 to Shift+Ctrl click the color for a preview in a newer Blender version (it just does nothing / no preview)
So, so helpful. Really excellent tutorial. I'm guessing (and I'll try it) that an additional Geometry, xyz, and ColorRamp node could be added to mix a 3rd texture, perhaps one that finds areas that have no steepness at all (the tops of the plateau, for instance). Keep those tuts coming. And thanks!
Thank you very much for a better understanding of the "separate XYZ" node. I will use that extensively. One question, though. How to use this technique to mask areas on the landscape so that they serve as particle system emitters?
Very much liked this. Understanding the texture coor node is a must to working productively. Erindale has a great tutorial on the different gromerty nodes BTW. Quickly..would you create a second UV map for the stone mtl? if youranswere is yes would you explain how to execute this process. Or, would you add a texture coordinate node before the image texture node for the stone texture in order to control the scale, rotation for the stone? -Thank you again, I watch every Blender video you post . R
Yes you can! Its a little difficult tho. You'd need to use noise and colour ramps and mix the two textures you're using then mix the output of those nodes mix with the steep rock. Its a little confusing and I'm sure my explanation wasn't very good but it can be done
question, if I'm trying to layer more than 2 materials, can I use the same geometry>normal>separate Z>ramp>mix shader? For some reason when I go one more level of mix shader my landscape goes pink like a disconnected image texture. Can you not stack mix shaders?
You are absolutely Ridiculous for speeding up the texture hook up so fast that it can't even be played on 0.25 speed to see what you do lol, especially when most of us are fools who do not know what we are doing ty
i got lost when you sped up the video after putting in an image texture what nodes am I supposed to hook up where for the other maps. like shift a but then what node and where would i put it ugh
is the end result usable for a videogame or would exporting render useless all the time spent with the node logic? I've never used nodes before so i don't know, I've only textured by hand so far.
Question would be: Does this export as FBX or similar? I have never heard of multiple textures in one material, so I am wondering it that is going to work in a common game engine. Sounds like the perfect way to save on vram and filesize.
Unity terrain has the option to paint materials on a splatmap, a RGB map that tells where to place the different material. It applies certain materials to either the red, green or blue channel....up to 12 materials (?) to paint on it. I’d like to make an enormous terrain and paint materials on it that still look good up close and am looking for a way to do this in Blender and to be able to export it to Unity.
@@TheCGEssentials docs.blender.org/manual/en/2.79/render/cycles/nodes/types/vector/mapping.html Increase the scaling of the mapping node. Sorry tiling was old terminology from my Maya years.
you are greedy to teach others coz you are not saying each and every steps you are doing. i think you should be calling this one as tutorial. need to learn from blender guru how he teach in every single steps. i am sad coz i am not getting you.
Hi everyone! Let me know if you have any questions about this tutorial in the comments below! :)
I really like the tutorial that you have provided very nice. But I'm not getting a good resolution of my texture on the rock faces as for it's all stretched and all over the place. I have tried to send a clip of my work but not able.
The control + shift + click isn’t working for me. Any ideas?
Thank you for totorials. Can you please provide a landscape tutorial for animation.It had to be more detalized
@@brendanodoms5401 same its so annoying
@@brendanodoms5401 i had same issue. it only works in rendered view, not material preview. Prolly not gonna check this after 2 years but still.
I'm a complete Blender noob but I'm working on a terrain for a game and even though this tutorial drives me crazy when you speed it up because my texture was also shiny (thankfully, slowing it to .25 speed and making it full screen, I was able to work it out), I keep coming back to it cause it has the basics. So thank you!
2:30 vs 2:53 You can see that you've lost all of your normal mapping. You need to connect the Normal Map texture to a Normal Map node. Colors range from 0.0->1.0, but normal maps need to range from -1.0->1.0. The Normal Map node just does (input-0.5)*2.0
This is what I was looking for - a way to mix two textures based on the normals. I need to mix two wood textures to create more realistic wooden Letters: End grain, like the end view of a log, and grain, like a plank.
Glad your PC has no viruses!
This is a better way to separate materials in blender than what I've seen in other tutorials, thank you good sir !
Glad you liked it!
AWESOME, really impresive the way you treat evry detail of any addon you explain, thanks Justin :)
Works great. There's so much power locked within geometry nodes.
Thanks a lot, super useful and got it to work. Only issue I had is at 5:10 to Shift+Ctrl click the color for a preview in a newer Blender version (it just does nothing / no preview)
Enable the node wrangler addon under preferences. Very useful
same it doesnt work
Thanks for these uploads, nee blender user here 👍🏻
Happy to help!
I've been looking for this!!
Thank you so much!!
So simple and to the point. Thank you!
Glad it helped!
Thank you very much. Your channel is great and your tutorials are very helpful 💖💖👌👌
Great tutorial simple and straight forward thanks.
Love your Shader tutorials! 👏 Thank You Justin!
More to come!
Brilliant, very helpful explanation. Looking forward to moving my landscapes forward into realism
Thank you!
Glad it was helpful!
You saved my project, MY HERO THANK YOU!!!!!
Glad it helped :)
So, so helpful. Really excellent tutorial. I'm guessing (and I'll try it) that an additional Geometry, xyz, and ColorRamp node could be added to mix a 3rd texture, perhaps one that finds areas that have no steepness at all (the tops of the plateau, for instance). Keep those tuts coming. And thanks!
Very cool technique, thanks for sharing!
Glad you liked it!
More great content. As always, I find myself wanting to utilize these specific techniques into our films.
Thank you very much for a better understanding of the "separate XYZ" node. I will use that extensively. One question, though. How to use this technique to mask areas on the landscape so that they serve as particle system emitters?
I don't know the answer to this
Great video but you should really have showed us a final render at the end to show the results :)
Amazing content as usual. Thank you
Your girl: So what you gonna do?
Him: 1:26
XD
All jokes aside, awesome tutorial
😂😂
Now i just need to figure out how to bake the two textures into one material
depois de procurar muito achei neste video a solução, thanks!!
Thank you very much, I was trying to do the same but with the Geometry - Pointiness node didn't really work :D
Thanks man wait till I try it!!
This is exactly what I was looking for!
Awesome!
Mee to
Very much liked this. Understanding the texture coor node is a must to working productively. Erindale has a great tutorial on the different gromerty nodes BTW.
Quickly..would you create a second UV map for the stone mtl? if youranswere is yes would you explain how to execute this process. Or, would you add a texture coordinate node before the image texture node for the stone texture in order to control the scale, rotation for the stone?
-Thank you again, I watch every Blender video you post .
R
How do you even get the Viewer Node on in the easy way and is there a way that I could get it?
Any questions so far ! great tutorials on this channel.
thanks
Awesome, thank you!
Can you do more than two materials? Thinking snow, rocks, trees?
Yes you can! Its a little difficult tho. You'd need to use noise and colour ramps and mix the two textures you're using then mix the output of those nodes mix with the steep rock. Its a little confusing and I'm sure my explanation wasn't very good but it can be done
Great thank you for this tips :)
question, if I'm trying to layer more than 2 materials, can I use the same geometry>normal>separate Z>ramp>mix shader? For some reason when I go one more level of mix shader my landscape goes pink like a disconnected image texture. Can you not stack mix shaders?
the intro makes me smile
Glad you liked it!
You are absolutely Ridiculous for speeding up the texture hook up so fast that it can't even be played on 0.25 speed to see what you do lol, especially when most of us are fools who do not know what we are doing ty
where do i plug in the ambient occlusion? I have always plugged it into the specular. is that right?
thank you for tutorial , but what happened in 2:42 after adding material ? the video become very speed can't understand clearly
Where can you exactly download those textures? Thanks.
Nice
perfect thanks
Glad it helped!
Is there any way to do this but with 3 different textures? Great tutorial btw
Fantastic
Thanks!!
Yup that was my problem thank you very much
Glad it helped!
big thx 😊
i got lost when you sped up the video after putting in an image texture what nodes am I supposed to hook up where for the other maps. like shift a but then what node and where would i put it ugh
is the end result usable for a videogame or would exporting render useless all the time spent with the node logic? I've never used nodes before so i don't know, I've only textured by hand so far.
Exporting as FBX should save the data depending on your engine.
Can you share you image texture in 0:55?? Where to get free image texture of mountains that u used? 0:55
it look tiled but such a cool technic
yer a life saver!
My UVs turned into a leaf shape when I unwrapped my mesh.
use separate rgb instead separate xyz
As soon as he started going super speed I almost gave up. In the end I just paused the video and tried to copy what he added.
Question would be: Does this export as FBX or similar?
I have never heard of multiple textures in one material, so I am wondering it that is going to work in a common game engine. Sounds like the perfect way to save on vram and filesize.
Not sure how that works, actually
While this method doesn't work as you suggested, UE4 for example is set up in a very similar manner, and I assume Unity as well.
Thanks, but could this work to make splatmaps to add multiple materials to export it all to Unity?
No clue on this one
Unity terrain has the option to paint materials on a splatmap, a RGB map that tells where to place the different material. It applies certain materials to either the red, green or blue channel....up to 12 materials (?) to paint on it.
I’d like to make an enormous terrain and paint materials on it that still look good up close and am looking for a way to do this in Blender and to be able to export it to Unity.
does it work for gamedev?
Is there a way to paint exactly where I want to? I'm trying to do this, but i dont know how
Use Texture Paint
Why not just increasing the tiling of the texture?
What do you mean?
@@TheCGEssentials docs.blender.org/manual/en/2.79/render/cycles/nodes/types/vector/mapping.html
Increase the scaling of the mapping node. Sorry tiling was old terminology from my Maya years.
tap the what ?
🤟👍
you skip the most important things...
Which things exactly?
This is not paint by steepness!!! It different then just painting on normals, come on ; /
I don't understand - it's checking the angle of the normals to determine the steepness, then painting based on that...so...
Slope. Not "steepness".
Meh - call it what you want
you have virus on your computer
No...I don't
Didn't you see the popup? He has *no* viruses on his computer.
you are greedy to teach others coz you are not saying each and every steps you are doing. i think you should be calling this one as tutorial. need to learn from blender guru how he teach in every single steps. i am sad coz i am not getting you.
Can someone help me with my nodes? It's not showing up in the middle, like the section where it's supposed to show