Good video, only thing i would say is: for better performance, you can use an adaptive subdivision surface modifier instead of actually going into the edit mode and subdividing, by going to the render panel and switching from "supported" to "experimental", and adding a subdivision surface modifier, and enabling the adaptive tick box. This subdivides the model more up close, and subdivides it less far away, making it much more performant and better looking up close to the camera. You can also adjust the dicing rate for more control (the lesser the amount, the more subdivion there will be)
@@Littlerolz ever heard of world machine or used it?..Mostly people use that for ue5 and im starting to learn ue5 but world machine licence is pricey so comparing the 2 which would you reccomend?
@@justanopinion7029 no I’ve not heard of it sorry so can’t offer an opinion on it. I do think in many cases it’s worth learning terrain sculpting and procedural terrain as it can be used for a verity of projects then. But a dedicated programme for world building I’d imagine would be pretty good if that’s the sort of thing you want to make
When you're working with the Color Ramp, instead of hoping to get the correct slider and trying a few times when they close together, just use the ID selector below the sliders. And to get the white close to the black, you can also use the value field and drag it while holding shift. Another way to separate land from water is using a Greater Than node comparing to 0 or a very small value.
For anyone having trouble seeing the actual mesh deform: select object, go to materials tab on right, scroll down to settings, then surface, and under Displacement select displacement and bump.
Good vid! Here's a coupla bonus tips with the color ramp. 1: You can use the Pos value to really squeeze the markers together without needing to zoom in. 2: If you've moved them to the point where they are overlapping, you can use the number to the left of the Pos to select your markers without needing to move them. Solid stuff dude, keep it up.
You left out the "How to do everything". You just did it, which means you know how. Glad for you. I watched to learn how. Have to go watch something else now to learn.
Another tip if your color ramp values are super tiny and close together and annoying to work with, stick a multiply math node between the map and the color ramp and set it to 10 or 100 depending on how low your values are to make the numbers closer to a 0-1 range
I mean, this is not bad, but I can't help but notice there is a big difference between the first model you showed and the model you ended up making in the tutorial.
Yeah it's really great to see that not just here but almost anywhere you look in the blender community people are more than willing to help people out and give advice!
A good video. Different height maps are not necessarily as easy to find as suggested, but there are other tutorials on how to actually produce one in Blender.
Is it possible to add a directional texture (like canyon rock layers that are horizontally separated) onto a displaced noise terrain like this one? I'm trying to figure it out but it doesn't seem to work even with box projection.
Please help! I gotta find a way to get this into unreal so a charater can run around on it with grass ect, its for a uni project and imhaving real trouble with it
I don’t have any experience with unreal sorry. Plus I don’t think this method would be best for shifting between programmes anyway. It may be better to physically sculpt or build some terrain in that case
You can find them fairly easily online just looking up height maps or topology maps for the location or game you're looking for! I got mine from a simple google image search. there may not be maps for everything but there's a lot out there!
i followed the tutorial and it looks really great. Can i apply the same texture of the shiny water to another plane somehow? i want to create an ocean where the island can be in. I really hope for response :D
Yeah you can totally do that! Just add in a new plane and position it slightly above the lowest part of the original frame so the textures don’t clip together!
I did everything, followed every step, but when I get into render view, plane is still flat, just like a drawing of the map rather than a 3D model. Can’t figure out what I did wrong.
If you follow the steps but use a height map for breath of the wild, which can be found with a google image search (that’s where I got mine) and apply the botw map as an image texture over the top you’ll get the same result as in the thumbnail
Is there a way besides editing the height map to customise the landscape? Maybe converting it into a model somehow? I know nothing about Blender but the content of this video BTW, mega noob.
If you’re using a height map for the landscape then you can add some customisation by mixing it with other textures in your node setup such as a noise texture or voronoi texture. I also made a follow on video showing how you can make the displacement affect the mesh itself instead of just in the shader. (It’s linked on screen at the end) other than that there’s lots of other ways to make a landscape from modeling to sculpting and even geometry nodes but geometry nodes are little more technical but there are plenty of great tutorials out there, I recommend checking out CG matter/Default cube and Erindale for geometry nodes content! Sorry if I’ve hit you with a lot there! Thought it better to give a number of options
This was an awesome helpful vid! I am having trouble with my map becoming concave however… how do you make sure it only extends outwards and not inwards without having to flip the entire map?
How do I subdivide. I dont see the option anywhere in the edit menu then off vertex menu, yours says vertex context menu with it top of the menu, in my edit mode it just says vertex with no subdivide option? I go google it and find all I need to do is right-click for a menu that pops up and its in there, or Ctrl-E and it comes up. I believe there are different keymap options which will make it very confusing when doing/following a tutorial
If you tab into edit mode when selecting tho object. Hit A to select all or just select a face if that’s all you want by hitting 3 and then selecting the face. Then right click and subdivide should be an option in the menu
Huh., Displacement was my missing puzzle piece. I was trying to do something like this a few months ago. Decent results but not what it was really supposed to look like.
I see you were using V3.1. I'm using the latest as of today V3.2.2 and it does Not have that Bump and Displacement feature anywhere at all, or am I missing something?
hey i did the same thing but bad! (botw map) -spend 2+ hours looking for a proper map -failed hard -tried again with very laggy result -it worked? but it looks bad yea maybe this video will help me
It can be a little fiddly to get just right for sure. It took me a little while to iron out some of the kinks and make it look good. Hope the video helps!
We can look at it in Render View BUT - how do we turn it into something we can ACTUALLY USE? How do we turn it into an actual model which we can edit, modify, sculpt and put buildings on as part of a landscape creation workflow?
If you use a displacement modifier instead of the shader node you can apply it and make it a mesh that way. Its something I didn’t think of when I made this but I made a follow up video showing how to do it with the modifier. Hope that helps!
I'm not too sure sorry, I don't use unity so don't know the ins and outs. I imagine it would be easier using an actual mesh displacement rather than a height map for that which you can do using a displace modifier, I linked to a video showing how to do that on the end screen if you want toes that
Hi! Great video, just one question: If I wanted to assign textures instead of colors, is there a way to do this with color ramps? Or would I need to make a texture map to have the full effect?
Yeah you can distribute textures based on height information or by mixing them using the factor from a noise texture node for example. So if you wanted to have a stone texture on cliff edges and grass at the base for example you can take the height data from the shader node editor and mix them as you’d want if that makes sense
say I have a water texture, a grass texture, and a mountain texture. The color ramp would need 3 points to achieve this, but when I try to figure out something similar with mix shader things start to get very foggy.
You should check out blenderguru’s abandoned house tutorial. He mixes multiple textures together in that tutorial using painting which should still work well for this!
@@Littlerolz Thanks for the recommendation, I also texted my blender-savvy friend who replied with a node setup that works just fine for me, but maybe I could discover something better in blenderguru's video. Thanks again and keep up the good work, I think it's wonderful!
If you're only using a single height map image to displace the image, then you could just as well use the displacement modifier and use the image texture there, and then you can apply the modifier and you would have actual geometry
One method I use is the employment of geometry nodes, they function equivalently to the method that @Littlerolz suggested but it is node based and procedural as well! Hope this helps
if you want to create a random height map you could use noise and scale it until you're happy or you could plug the noise output into a rgb curves node for even more customisation before turning it into displacement
Man Thank u for this video I think u needed more follower 100/100 this video is very helpful for make a area Thanks man I gonna subscribe your channel today
I made a follow up to this where you can use the displace modifier to displace the mesh itself. Just use the displace modifier and in the texture setting use the displacement texture you want and then play with the strength until you’re happy!
Hi! I don’t have a specific website I get them from but I just had a quick look online and if you don’t find it right away try something like, height data, topology or displacement map. Or just put black and white on the end I found a few for Germany this way. Hope this helps!
1:21 either tell the user the shortcut to the menu or put it on the screen.. its stupid to just shortcut through videos without at least showing keys pressed... bad tutorial.
Jesus loves yall if yall didn't know come to Christ repent non denominationalJesus loves yall if yall didn't know come to Christ repent non denominational
Good video, only thing i would say is:
for better performance, you can use an adaptive subdivision surface modifier instead of actually going into the edit mode and subdividing, by going to the render panel and switching from "supported" to "experimental", and adding a subdivision surface modifier, and enabling the adaptive tick box. This subdivides the model more up close, and subdivides it less far away, making it much more performant and better looking up close to the camera. You can also adjust the dicing rate for more control (the lesser the amount, the more subdivion there will be)
That’s some really good info. Thanks for sharing! I didn’t know about that feature!
@@Littlerolz So you have missed the hype over microdisplacement as it was introduced in Blender some versions ago? 🤔
Yawnster- Anybody that understands what you're saying doesn't need this video.
@@Littlerolz ever heard of world machine or used it?..Mostly people use that for ue5 and im starting to learn ue5 but world machine licence is pricey so comparing the 2 which would you reccomend?
@@justanopinion7029 no I’ve not heard of it sorry so can’t offer an opinion on it. I do think in many cases it’s worth learning terrain sculpting and procedural terrain as it can be used for a verity of projects then. But a dedicated programme for world building I’d imagine would be pretty good if that’s the sort of thing you want to make
When you're working with the Color Ramp, instead of hoping to get the correct slider and trying a few times when they close together, just use the ID selector below the sliders. And to get the white close to the black, you can also use the value field and drag it while holding shift. Another way to separate land from water is using a Greater Than node comparing to 0 or a very small value.
For anyone having trouble seeing the actual mesh deform: select object, go to materials tab on right, scroll down to settings, then surface, and under Displacement select displacement and bump.
explain. where is the Materials tab?
7:35 - The reason the solidify is inverted is because the offset is -1. Change to 1 for the full effect.
Good vid!
Here's a coupla bonus tips with the color ramp.
1: You can use the Pos value to really squeeze the markers together without needing to zoom in.
2: If you've moved them to the point where they are overlapping, you can use the number to the left of the Pos to select your markers without needing to move them.
Solid stuff dude, keep it up.
Hey thanks! Those are super handy, I'll keep that in mind!
You left out the "How to do everything". You just did it, which means you know how. Glad for you. I watched to learn how. Have to go watch something else now to learn.
Bro I learned a lot watching this.. he literally just showed you how to do it
@@midnightthoughts3859 I am not a bro, and I forgot this 5 months ago whatever it is.
@@DataJuggler u should delete that comment you looked really stupid for 5 months
@@midnightthoughts3859 I've been stupid for half a century. Go away.
@@DataJuggler haha stupid guy wanna learn blender
For the people that don't know, that is 'Ireland' and the UK, not just Britain ;-) Nice tutorial!
Another tip if your color ramp values are super tiny and close together and annoying to work with, stick a multiply math node between the map and the color ramp and set it to 10 or 100 depending on how low your values are to make the numbers closer to a 0-1 range
Yeah I learned this much later! A very handy tip to know on a lot of occasions
I mean, this is not bad, but I can't help but notice there is a big difference between the first model you showed and the model you ended up making in the tutorial.
I gotta say, this tutorial is informative, but also Kudos to some of these commenters, they are informative too! Great community here.
Yeah it's really great to see that not just here but almost anywhere you look in the blender community people are more than willing to help people out and give advice!
This is such a crazy thing to do,so easy and quick
Great tut straightforward
how do i get the " render view "
A good video. Different height maps are not necessarily as easy to find as suggested, but there are other tutorials on how to actually produce one in Blender.
Is it possible to add a directional texture (like canyon rock layers that are horizontally separated) onto a displaced noise terrain like this one? I'm trying to figure it out but it doesn't seem to work even with box projection.
Ok what about a crater now ? show us (you said ANY landscape)
Life changing tips my friend!! Thank you so much!!
What are your camera settings to get the that tiny world type effect in your thumbnail for video?
I can't see where the third node is attached to, and what happens next.
This really halped me a lot to get into doing blender stuff, thank you so much!
Glad I can help! I hope you do well!
That was great!!!! Thank you. Great tutorial.
Glad you liked it! :)
Hey, is there a way to apply this map to the mesh, so it can be exported as a mesh with the exact deformations?
Please help! I gotta find a way to get this into unreal so a charater can run around on it with grass ect, its for a uni project and imhaving real trouble with it
I don’t have any experience with unreal sorry. Plus I don’t think this method would be best for shifting between programmes anyway. It may be better to physically sculpt or build some terrain in that case
Clear, concise, intresting. Great tutorial. I'm subscribing.
Thanks man! Appreciate it!
Hi, thanks for sharing , i don't now where i can get the texture image ...please can u help!!!
You can find them fairly easily online just looking up height maps or topology maps for the location or game you're looking for! I got mine from a simple google image search. there may not be maps for everything but there's a lot out there!
@@Littlerolz thank you
can you help me? when i try render it with f11 there are nothing...
i followed the tutorial and it looks really great. Can i apply the same texture of the shiny water to another plane somehow?
i want to create an ocean where the island can be in. I really hope for response :D
Yeah you can totally do that! Just add in a new plane and position it slightly above the lowest part of the original frame so the textures don’t clip together!
helpful in more then one way!
hey i was just wondering if there was anyway to make the height map visible in the modelling tab?
why does your thumbnail lie?
I did everything, followed every step, but when I get into render view, plane is still flat, just like a drawing of the map rather than a 3D model. Can’t figure out what I did wrong.
Same problem here
I have this issue also. How do I make it not flat?
These guys make 100reds of millions in the cgi industriers. Good that they sometimes also make videos sometimes.
Whats "The Render View,"? And it would be nice if u could share your full screen so i can see what ur pressing, Thanks.
did you figure this out ?
where's the tutorial for the thumbnail image?
If you follow the steps but use a height map for breath of the wild, which can be found with a google image search (that’s where I got mine) and apply the botw map as an image texture over the top you’ll get the same result as in the thumbnail
Is there a way besides editing the height map to customise the landscape? Maybe converting it into a model somehow? I know nothing about Blender but the content of this video BTW, mega noob.
If you’re using a height map for the landscape then you can add some customisation by mixing it with other textures in your node setup such as a noise texture or voronoi texture. I also made a follow on video showing how you can make the displacement affect the mesh itself instead of just in the shader. (It’s linked on screen at the end) other than that there’s lots of other ways to make a landscape from modeling to sculpting and even geometry nodes but geometry nodes are little more technical but there are plenty of great tutorials out there, I recommend checking out CG matter/Default cube and Erindale for geometry nodes content! Sorry if I’ve hit you with a lot there! Thought it better to give a number of options
@@Littlerolz Haha that is a lot but I'm not gonna get results without learning it 😅 I'll get on those now, thanks for the speedy response!
@@stevegoody993 thats very true haha. No problem man, happy to help
This was an awesome helpful vid! I am having trouble with my map becoming concave however… how do you make sure it only extends outwards and not inwards without having to flip the entire map?
How do I subdivide. I dont see the option anywhere in the edit menu then off vertex menu, yours says vertex context menu with it top of the menu, in my edit mode it just says vertex with no subdivide option? I go google it and find all I need to do is right-click for a menu that pops up and its in there, or Ctrl-E and it comes up. I believe there are different keymap options which will make it very confusing when doing/following a tutorial
If you tab into edit mode when selecting tho object. Hit A to select all or just select a face if that’s all you want by hitting 3 and then selecting the face. Then right click and subdivide should be an option in the menu
This was very good, thank You.
Thank you for the comment!
really amazing! thank you for sharing a great content :) subbed!
2:38 shouldn't it be non-color mode?
Thank you.
You could also use a Displace Modifier and plug in the Height Map Texture there
edit... I found your new vid doing just that.
quick question, can we import landscapes made in blender to unity/unreal without any problems, and would it work just fine?
Honestly I don’t know sorry. I’ve haven’t used unity
very nice!
Thank you!
What is applying scale do? Ive never seen that ever
????
Excellent. Thanks.
Subscribed.
Thank you!
Huh., Displacement was my missing puzzle piece. I was trying to do something like this a few months ago. Decent results but not what it was really supposed to look like.
Smart tip ,very cool tutorial
Thanks! Glad you liked it!
I TRIED DOING IT BUT IT ALWAYS END UP FLAT
I see you were using V3.1. I'm using the latest as of today V3.2.2 and it does Not have that Bump and Displacement feature anywhere at all, or am I missing something?
Are you using the cycles engine? if so the setting should be under the material settings tab on the right hand menu. Hope this helps!
So it could be game-ready?
Can I make Themyscira from "Wonder Woman" (2017) in minutes?
okay this is cool
hey i did the same thing but bad! (botw map)
-spend 2+ hours looking for a proper map
-failed hard
-tried again with very laggy result
-it worked? but it looks bad
yea maybe this video will help me
It can be a little fiddly to get just right for sure. It took me a little while to iron out some of the kinks and make it look good. Hope the video helps!
We can look at it in Render View BUT - how do we turn it into something we can ACTUALLY USE? How do we turn it into an actual model which we can edit, modify, sculpt and put buildings on as part of a landscape creation workflow?
If you use a displacement modifier instead of the shader node you can apply it and make it a mesh that way. Its something I didn’t think of when I made this but I made a follow up video showing how to do it with the modifier. Hope that helps!
@@Littlerolz Thanks! That technique works beautifully.😀
idk who this is for but it's definitely not for beginners
Great tutorial! Keep going:)
Thanks man!
How do i export everything?
grazie tanto bravissimo
how apply to geometry
clickbait
1:13, how did u get up that menu with ctrl+8?
It doesnt come up for me when i press it.
It’s ctrl + A to apply scale. Sorry if it sounded a little unclear!
@@Littlerolz Oh, thats why!
I’m just really bad at hearing lmao, thx!
@@evaldk1574 no worries! Glad I can help lol
i enjoyyy
i am new please say every button combo you do....
Excellent tutorial thank you!! But i am new on blender. Can you say how can i export this terrain for unity with heightmap and texture?
I'm not too sure sorry, I don't use unity so don't know the ins and outs. I imagine it would be easier using an actual mesh displacement rather than a height map for that which you can do using a displace modifier, I linked to a video showing how to do that on the end screen if you want toes that
@@Littlerolz thank you so much
how do you export thede maps?
How I got this height map?
Hi! Great video, just one question: If I wanted to assign textures instead of colors, is there a way to do this with color ramps? Or would I need to make a texture map to have the full effect?
Yeah you can distribute textures based on height information or by mixing them using the factor from a noise texture node for example. So if you wanted to have a stone texture on cliff edges and grass at the base for example you can take the height data from the shader node editor and mix them as you’d want if that makes sense
@@Littlerolz That does indeed, but I'm having troubles mixing more than two textures this way.
say I have a water texture, a grass texture, and a mountain texture. The color ramp would need 3 points to achieve this, but when I try to figure out something similar with mix shader things start to get very foggy.
You should check out blenderguru’s abandoned house tutorial. He mixes multiple textures together in that tutorial using painting which should still work well for this!
@@Littlerolz Thanks for the recommendation, I also texted my blender-savvy friend who replied with a node setup that works just fine for me, but maybe I could discover something better in blenderguru's video. Thanks again and keep up the good work, I think it's wonderful!
How can I turn it into a 3D model for Unity?
You can't, it's Blender only using this method.
I started rendering it on RTX 3070 Ti and i had a bi scale detail and my computer gets for first time Blue screan of death Realy boring
big diagonal polygons crossing the plane
Thank you for sharing! This looks super useful! Is there a way to convert the displacement to actual geometry for exporting?
Yeah you can do that! It’s a pretty long process to explain I a comment but this video by cgcookie covers it
ruclips.net/video/McALCOr39rY/видео.html
@@Littlerolz thank you!
If you're only using a single height map image to displace the image, then you could just as well use the displacement modifier and use the image texture there, and then you can apply the modifier and you would have actual geometry
Yeah I completely forgot about this until after the video was made and out. I got another video coming soon showing that way off too
One method I use is the employment of geometry nodes, they function equivalently to the method that @Littlerolz suggested but it is node based and procedural as well! Hope this helps
how create random heightmap in blender 3.4 ?
if you want to create a random height map you could use noise and scale it until you're happy or you could plug the noise output into a rgb curves node for even more customisation before turning it into displacement
What format is your photo 2:00 ?
Just a jpeg. But you can use a png or other image formats if you want!
@@Littlerolz thanks. Very cool 🔥🔥🔥
十分感谢!🙏
Man Thank u for this video I think u needed more follower 100/100 this video is very helpful for make a area Thanks man I gonna subscribe your channel today
damn I was hoping for a way to actaully displace the mesh instead of just redering it as displaced
I need something to greate video game worlds
I made a follow up to this where you can use the displace modifier to displace the mesh itself. Just use the displace modifier and in the texture setting use the displacement texture you want and then play with the strength until you’re happy!
@@Littlerolz THANK YOU, so helpful
No problem. Glad I can help!
I love you
Nice tutorial. But i would prefer displacement modifier in these kind of workflow.
Yeah I made a follow up talking about that. Completely slipped my mind at the time but both work and can be used in different cases
Oh yeah!... Just search for copyright material and see how that goes if you do anything with it ever.
you could have used math more than zero at 5:00
what is your source website to find " Land height map" i searched for German height map but its only showing Nazi shit...how to get some ? thanks Sir
Hi! I don’t have a specific website I get them from but I just had a quick look online and if you don’t find it right away try something like, height data, topology or displacement map. Or just put black and white on the end I found a few for Germany this way. Hope this helps!
Crash a low end PC speedrun any%
Nintendont does want to know your location.
Just dropping cheat codes
the results looks like plastic
*Cough* *cough* geometry node *cough* *cough*
True but that is a whole lot more complicated and lengthy process. But it is a good one to learn
1:21 either tell the user the shortcut to the menu or put it on the screen.. its stupid to just shortcut through videos without at least showing keys pressed... bad tutorial.
Jesus loves yall if yall didn't know come to Christ repent non denominationalJesus loves yall if yall didn't know come to Christ repent non denominational
Speed it up too slow.