3 Years old, but still incredibly helpful. Many videos out there give the wrong information and don't go into as much detail and I'm glad I found this. Solved all my problems.
I'm trying to use Blender to make some animated Dungeons and Dragons maps, and this has totally changed the game. Excellent explanation, clear and concise. Thank you!
Thank you very much kind sir! One thing to note for anyone who might still be having misaligning displacement even after setting the 'Displacement coordinates setting to UV' is that you should set your texture mapping scale settings to 1 for XYZ and only then scale the UV unwrap vertices under UV editing to adjust the scale of the bricks. I had this issue and took me some time to figure it out. Thanks!
Thanks for your explanation. Im doing my final project and your vids help me so much. When its over I want to show you. Thanks again and support from Spain!💪
Me too. Every time I forget that you have to open "Settings" and "Surface" to find the displacement view dropdown! Why the heck isn't that under Displacement?!
I was wondering why my substance painter height map was acting weird and now I knew that it was related to the Uv"s coordinates on the displace modifier... thank you soo much mate this helped a lot .
I have followed the exact steps for the first method, yet the displacement is not even working/becoming 3D on the texture, it stays completely flat even with subdivision
I can come back with Blender, because of you, I start 2 years ago but feel tired to learn, that's why I stop until now when Vietnam was under situation because Covid so I start again and found your channel, thanks so much for those videos you did
Many Thanks! first method worked epic... second method... no matter what, maps will not align... but that is OK because method 1 is waaaaay more detailed and controllable! 👍👍
Thank you very much, i come from maya and i had problems with Blender Displacement in Maya all works as you expect and very good, but in Blender something went wrong for me. :)
Great Tutoral as always ! YOU are the STAR ! 🙂 can i ask you to help to make it in Blender 4.1 ? SUbdibision surface modifier don't have adaptive subdivision option. So not sure how to make it. Thank you so much !
HIya, thank you so much for the tutorials, really appreciate them. I was wondering if you could help with a problem I am having. When I have an object and the scale is not applied, I add the displace modifier and everything works just dandy, but if the scale is applied before the modifier sometimes nothing happens or you can hardly seen the displacement. What am I doing wrong? Any help would be greatly appreciated, thank you
If it just doesn't seem to work at all it maybe because you moved or transformed or rotated or scaled your object prior to adding displacement modifiers or shader/ texture. Ctrl A "apply all transforms"
@@RyanKingArt Nice! Yeah I liked that..had some strange issue though. Created a Spec, Displacement and Normal Map node from an online tool...an old one called Normal Map Online...based on a simple jpg of a wood. Though when I added the image as the base color node, it wouldnt recognise it. Is that due to the naming convention not matching that of the above displacement maps? I didnt use a PBR pack ...just made my own.
7:57 I did everything you said but I can't get it to be bumpy (3rd dimension). I do get 3rd dimension when I use displacement modifier but can't with a map. i use blender 3.0
Did you turn on the displacement and bump setting, at 3:18 in the video? Also, make sure your using Cycles render. If your using Blender Eevee, I go over another method for using displacements in this video.
@@RyanKingArt wait. I see the wall (bumps) in 3D but only if I render it. I was watching it in "Material Preview" window, so I need to put on "Rendered" window. btw it would be helpful if you made a brick house tutorial. It can be a very simple house.
Great work, really. Thank you. One thing, why walking through the additional steps (Shift+A -> texture -> image texture -> select image) when you can just drag the image directly into blender? :)
I have using Blender version 3.2.2 and my subdivision surface modifier just have 2 option that is Level View and Render. but in some videos like yours it has so many options which i dont have !Also in Rendr Propertice i cant see Feature Set and and Device. Please help me.
Hmm, are you using Blender Eevee? the displacement modifier works in eevee, but the other types of displacements only work in Cycles. Also, are you using an old version of Blender?
@@RyanKingArt Thank you so much for your response. I changed Eevee to Cycle and then Render setting fixed but the main problem is my subdivision modifier. i have been using Blender version 3.2.2 and its has just two button Catmull-Clark and Simple and 2 input number Level View and Render. It has nothing else except these. but in your videos or some other people your subdivision modifier has more option !!! Should I active them from other place ?
@@RyanKingArt I did your tutorial and I'm hallucinating with this. Thank you for explaining in such a masterful way. I take the opportunity to ask a question, friend, if I use Bake Normal or Combined on a mesh with Displacement, do I get the texture of the image of this new generated object? Greetings from Venezuela
very good tutorial! I wanted to know if it's possible to apply the displacement map into the model for it to appear in sculpt mode (i want to use the displacement map as a base that a tweak after) ? Thanks
I'm not a Blender expert or even a basic user, but want to add texture to an STL created elsewhere, I followed your instruction, second method. That seemed similar to other videos, but your instructions on where to find the commands in different menu's was very clear to follow. However, got to the end and I couldn't see my texture in the UV map windows. What have I missed ?
Is it possible to create Displacement Maps from photos of a single object? If I can control the lighting and I'm the one taking the photos? I've seen some tutorials on creating Normal Maps by lighting an object from four (4x) different angles and then combining those 4 photos into a single Normal Map. But is there a similar process for Displacement maps? I have a ton of things I need to photograph and model, and painting the displacement in ZBrush for every single thing doesn't seem feasible.
When I select my picture in the Node Wrangler it tells me no matching images found, and it doesn't create the nodes. Can you tell me what I am missing?
Please can you make a tutorial how to bake real geometry to displacement map? Im totally stuck trying to bake geometry which have elements both below and above low poly face. If i move objects to align specific face other faces go out of alignment ant get wrong displacement map
Do you have something on how to get rid of stepping (aliasing?) Even using 4K 16bit maps in cycles my displacement looks like something out of the Lego Movie.
Hmm, no sorry. I have not had that problem before. One thing that you could do, is open the displacement map in a 2d program, and blur it a little. That might smooth it out.
@@RyanKingArt No, I think its a blender thing. I'm using 4k materials from places like PloyHaven. Cranking up the normal strength often helps but not always.
Hmmm... Well, saving as 32bit with a little Add Noise in PS did a pretty good job but requires a 64mb image! I did a .5 gaussian and tweaked the contrast a bit and saved as a 16bit and that was only a 5mb image. The result is a little grainy (from the noise) and you can still kind of see the banding but it not Minecraft anymore as long as you keep the Displacement scale less than .5 I tried taking the original 72dpi image and converting and shrinking to 300 and then blurring and saving as 32bit and that looked best (but again a huge file) You can still see it but it lets you push the displacement scale higher before the steps show up. I tried 4 subs on the original mesh before the sub-d mod (6 lvs) and that smoothed out the banding but made even my 3090 chug. So I don't know my dubious opinions of displacement in blender is unchanged.
If you use the method in this tutorial where I use the displace modifier, you can apply the displace modifier, and then it should work in a game engine. Because if you apply the modifier, then the mesh will be that shape.
Ryan do you know about Jsplacement? tiny program to generate all sorts of scifi displacement maps? (panels, circuits, dotgrids, linegrids. If you dont know about it let me know i got the link to it. is not super easy to find
This really helped me on a problem regarding a tilled floor. Thank you! I have one question regarding the rendering of a sequence of images close up (using the first adaptive setup): Will the mesh "adjust" the quality -just like pressing dopple tab- with every step the camera makes? Or do you apply the modifier first? To those areas of rendering and texture Im not accustomed and quite a newbie. Thank you
Yes, if your using adaptive displacement, it will always update, depending on where the camera is located. So it should always look high quality when rendered. Thanks for watching!
great tuts but when i render it looks like rubish...in the viewport everthing works but then i push f12 and the displacemant looks awfull...what am i doing wrong?
Maybe you need to turn the detail amount up on the subsurf modifier. Are you using the adaptive displacement? Or what method are you using for the displacement?
Hey Ryan, great tutorial. General question re displacement...I'm trying to scatter objects onto a heavily displaced surface, however the scatter only recognises the flat surface not the displaced height. Any suggestions?
3 Years old, but still incredibly helpful. Many videos out there give the wrong information and don't go into as much detail and I'm glad I found this. Solved all my problems.
I'm trying to use Blender to make some animated Dungeons and Dragons maps, and this has totally changed the game. Excellent explanation, clear and concise. Thank you!
Cool, glad it was helpful!
How did they go? Hope they looked sick in the end
Thank you very much kind sir! One thing to note for anyone who might still be having misaligning displacement even after setting the 'Displacement coordinates setting to UV' is that you should set your texture mapping scale settings to 1 for XYZ and only then scale the UV unwrap vertices under UV editing to adjust the scale of the bricks. I had this issue and took me some time to figure it out. Thanks!
thanks for the info. 👍
Thanks, this is what I was looking for!
Having such a fun time following these tutes. Just watching these come to life in my own copy of Blender is such a joy.
This dude makes JOY.
Thanks!!
Thank you Mr. King! Clear to understand texture mapping process step by step.
You are a node wizard!
Haha, thank you!
Man, I just type the keywords and your tutorials are right there! Amazing work again! 👏🏼 👏🏼 👏🏼
thanks for watching!
Thanks for showing the node wrangler add-on! You have just saved me a lot of time in setting up textures.
This is gold! So many lightbulb moments. Thank you for this.
Glad it was helpful!
Thanks for your explanation. Im doing my final project and your vids help me so much. When its over I want to show you. Thanks again and support from Spain!💪
glad it helped!
I was just in blender using that exact brick texture and then i see this, haha. Great tutorial!
Lol cool. Thanks for watching!
I've been struggling with this since I started using blender!😅
Thank you Ryan!🙌😊
You're welcome!
Me too. Every time I forget that you have to open "Settings" and "Surface" to find the displacement view dropdown! Why the heck isn't that under Displacement?!
@@seanposkea I have no idea... But they have to fix it😅
@@seanposkea agreed
Thanks for having, a tutorial that needs other tutorials to work.
I was starting to get confuesd between the two methods and this pretty much sums everything up for me. Thanks!
Glad it was helpful! Thanks for watching Joey!
The Best Blender tutorials on the internet
thanks!
Neat, you know all blender ! Easy to follow, you forget nothing, you're a pro
Glad you like it!
Nice and clear, and calmly presented, thanks!
Glad it was helpful!
Dude you are a Dimond. been looking for a simple explanation of this process and your's rocks. Subscribed !
Thanks for the sub! 😀
Thank you Rayan. Great Tutorial.
Glad you liked it!
Very helpful tutorial
Glad it was helpful. : )
Agreed.. really helpful
I was wondering why my substance painter height map was acting weird and now I knew that it was related to the Uv"s coordinates on the displace modifier... thank you soo much mate this helped a lot .
Thanks for watching!
I love your 3Dee-e and Meshhh of course!
👍
I have followed the exact steps for the first method, yet the displacement is not even working/becoming 3D on the texture, it stays completely flat even with subdivision
Hmm, I'm sorry that its not working for you. I don't know why.
Setting the feature set setting under cycles as "experimental" ended up fixing this for me (it gave me the adaptive option)
@@AshElectric That gave me the adaptive option but it's still flat. It's probably because I'm rocking an AMD GPU.
I can come back with Blender, because of you, I start 2 years ago but feel tired to learn, that's why I stop until now when Vietnam was under situation because Covid so I start again and found your channel, thanks so much for those videos you did
Glad my videos are helpful! Thank you for watching.
The blender king himself!
Thanks : )
You're the best, thanks! Keep rockin it!
Thanks, will do!
Thanks dude 🙏🏻🔥✊🏻
Most welcome! Thanks for watching. : )
@@RyanKingArt oh yes, your welcome too
Thank you so much!!!!! Super useful video!!! 👌
Glad it was helpful!
Thank you
I've been struggling to find that specific matter.
I really appreciate what u did there👌🏻👌🏻👌🏻
Thanks man! Very helpful.
Glad it helped! Thanks for watching.
Simple and useful.
Glad you liked it!
Thank you for the great explanation!
welcome!
Thank you for this tutorial, Ryan!
you're welcome!
Thank you so much! All your videos are extremely helpful!!
You're welcome!
Very helpful!
Glad it was helpful!
Thank you for tutorial
You're welcome!
Subscribed! great tutorials.
Thanks for the sub! I appreciate it. 😃
Thanks a lot!
You're welcome!
Very GOOD thanks!!
Thank you for watching. : )
Thanks Ryan. Great tutorial and easy to follow.
glad you liked it!
great tutorial, thanks
You're welcome!
Its Very helpful , Thank you so much.
Glad it was helpful!
thank you! Second way is very nice and work for me well!!!
thanks for watching 👍
AMAZING!
Thank you. 😀
Thank you so much! :)
You're welcome!
VERY NICE!!
Thanks!
Many Thanks! first method worked epic... second method... no matter what, maps will not align... but that is OK because method 1 is waaaaay more detailed and controllable! 👍👍
Thanks for watching!
thank you very much, this tutorial is great. instasubscribed
Thank you very much!
useful tutorial thank you so much!!!
Glad it was helpful!
Very helpful. Thank you 👍🏻❤️
Glad it was helpful!
just great content!
Love it!
Thanks Jason. 🙂
Thank you very much, i come from maya and i had problems with Blender Displacement in Maya all works as you expect and very good, but in Blender something went wrong for me. :)
Thanks for watching.
Your contents are savior to me, great lesson. I was wondering if this can work for character
Thanks! Yeah, I think it would work on a character.
Thanks 👍👍👍👍
You're Welcome 👍
thank you sir
Welcome! Thanks for watching.
thank you. Great tutorial as usual
Thanks for watching : )
Awesome 👏🏽
Thank you!
Try to change the normal values for the ones who are facing prpblems in changing depth of the texture.
Great Tutoral as always ! YOU are the STAR ! 🙂
can i ask you to help to make it in Blender 4.1 ? SUbdibision surface modifier don't have adaptive subdivision option. So not sure how to make it.
Thank you so much !
Stamp 8:45 13:50 15:08
👍
HIya, thank you so much for the tutorials, really appreciate them. I was wondering if you could help with a problem I am having. When I have an object and the scale is not applied, I add the displace modifier and everything works just dandy, but if the scale is applied before the modifier sometimes nothing happens or you can hardly seen the displacement. What am I doing wrong? Any help would be greatly appreciated, thank you
If it just doesn't seem to work at all it maybe because you moved or transformed or rotated or scaled your object prior to adding displacement modifiers or shader/ texture. Ctrl A "apply all transforms"
Thanks, your videos are always helpful
Thanks!
Amazing
Thanks!
Which technique do you prefer Ryan? The displacement node or the texture ?
I prefer the displacement node, and using the adaptive sampling.
@@RyanKingArt Nice! Yeah I liked that..had some strange issue though. Created a Spec, Displacement and Normal Map node from an online tool...an old one called Normal Map Online...based on a simple jpg of a wood. Though when I added the image as the base color node, it wouldnt recognise it. Is that due to the naming convention not matching that of the above displacement maps? I didnt use a PBR pack ...just made my own.
Hmm, I'm not sure. Could be the name, but if you manually added in the texture, then it should work fine.
7:57 I did everything you said but I can't get it to be bumpy (3rd dimension). I do get 3rd dimension when I use displacement modifier but can't with a map. i use blender 3.0
Did you turn on the displacement and bump setting, at 3:18 in the video? Also, make sure your using Cycles render. If your using Blender Eevee, I go over another method for using displacements in this video.
@@RyanKingArt wait. I see the wall (bumps) in 3D but only if I render it. I was watching it in "Material Preview" window, so I need to put on "Rendered" window.
btw it would be helpful if you made a brick house tutorial. It can be a very simple house.
Thanks for the video idea. 👍
Great work, really. Thank you. One thing, why walking through the additional steps (Shift+A -> texture -> image texture -> select image) when you can just drag the image directly into blender? :)
Yes, both ways work. 👍
I have using Blender version 3.2.2 and my subdivision surface modifier just have 2 option that is Level View and Render. but in some videos like yours it has so many options which i dont have !Also in Rendr Propertice i cant see Feature Set and and Device. Please help me.
Hmm, are you using Blender Eevee? the displacement modifier works in eevee, but the other types of displacements only work in Cycles. Also, are you using an old version of Blender?
@@RyanKingArt Thank you so much for your response. I changed Eevee to Cycle and then Render setting fixed but the main problem is my subdivision modifier. i have been using Blender version 3.2.2 and its has just two button Catmull-Clark and Simple and 2 input number Level View and Render. It has nothing else except these. but in your videos or some other people your subdivision modifier has more option !!! Should I active them from other place ?
@@ehsankeramati more options appear when experimental render mode is on
Great!
thanks!
@@RyanKingArt I did your tutorial and I'm hallucinating with this. Thank you for explaining in such a masterful way. I take the opportunity to ask a question, friend, if I use Bake Normal or Combined on a mesh with Displacement, do I get the texture of the image of this new generated object? Greetings from Venezuela
when i do this the extra bits jut out at odd angles or to one side with no obvious way to clear it up
How do you make this plan extend and follow a Bezier curve?
awesome!
Thanks!
This is in Cycles. But how in Eevee? Can you make a new method? Using displacement modifier?
Yeah, if you want to do this in Eevee, use the method where you use the displace modifier. The node editor displacements don't work in Eevee.
@@RyanKingArt I hope in the future, Eevee can beat Cycles because it's just as realistic, and just beat the render engine from Unreal Engine 5. :)
very good tutorial!
I wanted to know if it's possible to apply the displacement map into the model for it to appear in sculpt mode (i want to use the displacement map as a base that a tweak after) ?
Thanks
how would i apply it so i can edit and sculpt it afterwards? currently have no textures other than the map for the displacement
owsome bro
Thanks!
I'm not a Blender expert or even a basic user, but want to add texture to an STL created elsewhere, I followed your instruction, second method. That seemed similar to other videos, but your instructions on where to find the commands in different menu's was very clear to follow. However, got to the end and I couldn't see my texture in the UV map windows. What have I missed ?
Is it possible to create Displacement Maps from photos of a single object? If I can control the lighting and I'm the one taking the photos? I've seen some tutorials on creating Normal Maps by lighting an object from four (4x) different angles and then combining those 4 photos into a single Normal Map. But is there a similar process for Displacement maps? I have a ton of things I need to photograph and model, and painting the displacement in ZBrush for every single thing doesn't seem feasible.
Thanks @Keiwah Yeah displacement maps use values from black to white, so yes, you could make a displacement map from an image, or texture.
Thanks for this - really useful. Have there been any significant changes in Blender 3.2?
Thanks for watching! Not that I know of. I think the settings are all the same.
@@RyanKingArt Thanks. One tutorial that might be useful is putting "end grain" onto displacement wooden Planks - I am trying to do that at the moment.
Is height nd displacement texture same bro
When I select my picture in the Node Wrangler it tells me no matching images found, and it doesn't create the nodes. Can you tell me what I am missing?
Hmm, I think that's because the image textures are not named correctly.
Please can you make a tutorial how to bake real geometry to displacement map? Im totally stuck trying to bake geometry which have elements both below and above low poly face. If i move objects to align specific face other faces go out of alignment ant get wrong displacement map
Very good video, thanks. No, I'm not a bot. LOL
Lol, thanks for watching!
Do you have something on how to get rid of stepping (aliasing?) Even using 4K 16bit maps in cycles my displacement looks like something out of the Lego Movie.
Hmm, no sorry. I have not had that problem before. One thing that you could do, is open the displacement map in a 2d program, and blur it a little. That might smooth it out.
@@RyanKingArt No, I think its a blender thing. I'm using 4k materials from places like PloyHaven. Cranking up the normal strength often helps but not always.
Hmmm... Well, saving as 32bit with a little Add Noise in PS did a pretty good job but requires a 64mb image! I did a .5 gaussian and tweaked the contrast a bit and saved as a 16bit and that was only a 5mb image. The result is a little grainy (from the noise) and you can still kind of see the banding but it not Minecraft anymore as long as you keep the Displacement scale less than .5 I tried taking the original 72dpi image and converting and shrinking to 300 and then blurring and saving as 32bit and that looked best (but again a huge file) You can still see it but it lets you push the displacement scale higher before the steps show up. I tried 4 subs on the original mesh before the sub-d mod (6 lvs) and that smoothed out the banding but made even my 3090 chug. So I don't know my dubious opinions of displacement in blender is unchanged.
@@seanposkea Ok.
Man, thanks for all teachings! 1 thing, is there a way to apply this displacement and tilling correction to export to UE and convert to nanite?
If you use the method in this tutorial where I use the displace modifier, you can apply the displace modifier, and then it should work in a game engine. Because if you apply the modifier, then the mesh will be that shape.
@@RyanKingArt thanx!!!
Ryan do you know about Jsplacement? tiny program to generate all sorts of scifi displacement maps? (panels, circuits, dotgrids, linegrids. If you dont know about it let me know i got the link to it. is not super easy to find
I dont have the option for adaptive subdivision
This really helped me on a problem regarding a tilled floor. Thank you! I have one question regarding the rendering of a sequence of images close up (using the first adaptive setup):
Will the mesh "adjust" the quality -just like pressing dopple tab- with every step the camera makes? Or do you apply the modifier first? To those areas of rendering and texture Im not accustomed and quite a newbie.
Thank you
Yes, if your using adaptive displacement, it will always update, depending on where the camera is located. So it should always look high quality when rendered. Thanks for watching!
@@RyanKingArt That is nice to know. Thank you for answering.
Thanks Ryan, but I am in Blender 4.0 now and these settings have changed.
what can be the reason that I dont get aoutomaticlly map?
i have been watching his videos for months and i just realized today i havent subbed😂😂
Oh haha
great tuts but when i render it looks like rubish...in the viewport everthing works but then i push f12 and the displacemant looks awfull...what am i doing wrong?
Maybe you need to turn the detail amount up on the subsurf modifier. Are you using the adaptive displacement? Or what method are you using for the displacement?
Thanks, Ryan. Is this method useful for game assets or is there a more performance friendly method?
Hmm, I'm not sure exactly, as I don't actually make games.
Hey Ryan, great tutorial. General question re displacement...I'm trying to scatter objects onto a heavily displaced surface, however the scatter only recognises the flat surface not the displaced height. Any suggestions?
hmm I'm not sure how to fix that. If your using the displacement modifier, you could apply the modifier.
Is this still working in 3.6? as I cannot see displacement and bump only, please help
make sure your using the cycles rendering engine to access that setting.
I was making a simple mistake and was having trouble - make sure to go into Materials...Settings and change Displacement to "Displacement and Bump".
Yeah that's an important setting 👍
When i select subdivision modifire my place became pyramid, and then i chose subd to smiple it is still pyramid...... i dont know why and how ?
Sorry, its hard to know what the problem is when I can't see it,
still works in 3.2
👍
if we change texture in nodes like change scale, when this second displacement option doesnt fit
What part are you in the video? And what displacement method are you using? Displacement node? Or displacement modifier?
@@RyanKingArt add texture by the node classic way, change scale and/or rotation in nodes, and then use displacement modifier
Did you change the coordinates on the displace modifier to UV? Then you can scale the UV mapping to scale both the textures and Displacement.
the 2nd way is work perfectly.. but i don't know why the first one does'n work