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.
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.
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
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.
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.
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?
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!
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.
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'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!
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
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?
Yeah you can do that! It’s a pretty long process to explain I a comment but this video by cgcookie covers it ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-McALCOr39rY.html
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
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!
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 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.
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
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!
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!
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
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.
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
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
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.
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.
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