For those who are watching this video in 3.0 you may have some probleme when you put the displacement into the Material Output , to correct this probleme you just have to put a displacement node between the material output and the image texture with the displacement and don't forget to plug the "color" of your image texture into the "Height" og the displacement node. Thanks to Andrew for this tutorial it's a pleasure too see all the amazing tutorials that you provide
Im so confused. Ive tried looking this up everywhere. This video is the only thing I can follow, and the displacement setting isnt there.. what am I missing here?
"2.5 times faster, saves 88% memory and looks better" sounds like magic, but as you showed it is just a very clever idea. Thank you Andrew for showing this! Your videos are the best!
while this feature is cool and all what shocked me the most was that you can set the render resolution scale beyond 100% :D i didn't know that worked there :P as for the "dynamic subdiv" if you could get a simplified version to work and update in real time you would have out of the box LOD method that could potentially be used in the BGE (which i think needs some more love, "cycles game" render engine anyone? :P)
You know, I always THINK I'm ready for the next Blender release, and every time the devs just blow my mind with the amount of love that goes into this program. I cant wait to play around with these new features!
I've been finding the usual displacement method a pain and not working to my liking. Thank you so much for all you tutorials! You are a god send to people who are new to blender!
This is so awesome just a week ago i learned about vrays microdisplacements in my internship and wondered if we would ever have something like this in Cycles and just at that time they actually do it :D i love this community.
perhaps if you use a displace modifier in combination you can still get particles to sit in the right place of the surface. It not a one click wonder, but it's worth a try still. great work mate, well done.
Yeah, it's great that it's in Cycles, but calling it a "gamechanger" is a bit misleading in that every other render engine has had this for years/decades ;)
In 2.9, to fix the normal direction of the displacement you need to put a displacement node between the Disp map and the material output ( and putting the color Socket into the Height Socket ofc )
You mention here this feature is finally there, however in version 2.92, 4 years later, its still experimental. any idea, why is this feature is taking so long to officially support? I can see huge memory savings and shorter render times, you would thing they made is official by now 🤔
hello i am using blender 2.9 and I am still confused on some of the steps he did, did it work for you his steps? I am asking because you seem to be the only one who has done the steps within the same year as me.
I use blender on a budget, I've got a laptop with 4GB of ram and a dual-core 32 bit processor. Rendering has been HORRIBLE for me so this is a dream come true!
If it works well as it seems to do, this IS a game changer. I used to work with blender on a movie VFX and I really missed this feature for close up cinema resolution shots! Now, in my opinion, to be production ready, Cycles only need a robust and efficient denoiser, an automatic stopping/ adaptive samples system, infinite scene layers, scene indipendent render layers and a more clever asset management and file linking system (from my experience).
fascinating. great to see you so excited about something! crazy thought: I wish the opposite existed though, adaptive decimation because i generally sculpt highpoly meshes and it's a shame about the wasted detail in the distance.
Another awesome tutorial for a much needed feature. I'm transitioning from Maya to Blender and got really confused by how displacement wasn't working the way I expected. This is very welcome news. Any idea when 2.78 will be released?
I have been waiting for this in blender for so long. Played around with it in arnold and it was amazing, really looking forward to trying the blender version.
Very exciting time for Blender! Can't wait to try this new displacement method on one of my creatures! I got many crashes with my GPU (GTX 1080) but with cpu it's working well so far.
I am a C4D / Octane guy but out of curiosity have been following your channel for some time now. Thanks for this awesome news. After all progress of one competitor makes the others normally want to catch up ;)
I'm only a few minutes in but this is a really great start to the video. From the title it sounded like a really technical feature I wouldn't be much interested in, but you did a great job selling the idea quickly. Now I'm excited too!
The reason because it creates some artifacts when you select both may be that the normal map is applied to the subdivided/bump mesh which is not the same mesh used to bake the normal map(or the bump map) itself. By "bumping" the surface your mesh is gonna have normals which are similar to the normal map's ones. If you apply the normal map to the bumped mesh it is like applying it two times.
My God Andrew, the air must be great up in Brisbane at the moment! I've never heard you soooo excited. I must admit this feature, when it finally makes it out of experimental, will push blender to a new level.
Thanks Andrew. Got rather excited till you listed the limitations at the end. Oh well, good to know it's being worked on. I've often used Displacement for tiny surface variations by the way, especially for fluids.
Awesome news, examples, and explanations (especially relations between all the different values). You did the hard work for us! Just a thought, you could instead apply the grass particle system to an invisible low poly clone of your displaced object ^^
1. Adaptive subdivision adjusts _mesh_ detail based on distance from the camera, which saves memory and CPU power. 2. Micropolygon displacement uses a related technique to adjust _texture_ detail 13:45 demonstration
I have to say...my mind is blown! Both by the quality of these tutorials and how much stuff there is in Blender. I once purchased Maxon Cinema 4D back when it was V8 and it cost me soo much money that it actually totally put me off 3D and I became a coder instead. I have just come back to 3D and thought Blender was just some crappy free tool but I decided I need to start from scratch and it would be just good enough to teach myself the basics again before I would need to buy Softimage/Maxon/3Ds Max.......so my question is - why when you have Blender and the immense tutorials of Blender Guru would you need to spend 4K+???
Blender beginner here, and I've been enjoying the Blender Guru series quite a lot. So we have: Bump Map, UV Map, and Displacement Map (now with the added benefit of Microdisplacements). What are the use cases for using each, especially now that microdisplacements are fast and detailed?
This is truly revolutionary for Blender users!! :D Amazing feature. So now that this is here, I wonder if feature-adaptive subsurf could also be integrated into Blender one day. And thanks for the tutorial, Andrew!!
Hey Andrew! Thanks for the awesome tutorial. I just bought your Rock Essentials pack, and I love it! But after watching this tutorial I tried it out and it seems like the adaptive subsurf doesn't work with the Rock Essential Individual rocks. Apparently if there's a Displace modifier after the Subsurf modifier, the Subsurf modifier doesn't have the adaptive check box. Will you be adding support to the Rock Essentials pack for adaptive subsurf in the future? Or is there a workaround for this I'm not aware of? Thanks! Love your work, and keep it up :)
Also useful: if you're running into RAM / VRAM issues with cramming a scene into your GPU the dicing rate makes for a very handy, nearly linear RAM usage variable to increase as needed
I really wish that people would also talk about the aliasing issues that come up when you don't properly LOD your meshes. People always talk about the resource cost for not doing a proper LOD, but never the aliasing.
Whether or not cycles is on par with other professional renderers does barely matter. At the current improvement rate, cycles will have caught up soon. Exciting!
Hey ! Great introduction to this new feature. Also I had a question about these photorealistic materials, would you recommand using smooth or flat texturing ; or a mix of the two (depending on the object) ? I find smooth is better to avoid seeing flat faces, however it sometimes creates visual artifacts ; both especially on glass-like materials ... Thanks :)
Audio a bit echoey but great tut nonetheless. Love your channel good sir. My first Blender model was the Earth. Used your old Earth tut from years back. It was a twenty minute long video. I took two hours to watch it. Come a long way since. Thanks to this channel and some other great ones. Cheers!
WOW, what a great new feature for Blender....who coded it? Thanks for another Aus-some tutorial mate! ;) BTW, does it auto-update the displacement during animation e.g. as the camera moves over the tire track, or as the mothership rotates?
I'm working on an ocean scene and was really excited about how this new feature would help the performance and detail. Sadly putting the ocean modifier after the subdivision removes the adaptive option : (
Thanks for all tutorials. :) :) :)I would like to request you for making a blender tutorial on 3D camera tracking , and put 3D model(robot dog or something ) on live action footage. And advenced tutorial on making VFX using Blender and multipass compositing.
this is a very awesome feature. One thing that puzzles me is why the "Max" subdivision feature uses the old subdivision term. It would make it easier to understand if the parameter was something like "max subdiv resolution..."
one question I had, and just remembered, is can you set the division px to less than one pixel? it may seem silly, but if you set your global parameters to a median quality that you want you could use the fractional for objects that you want a very high quality... subpixel would also influence the accuracy of antialiasing
Thank you Andrew! I'm assuming the displacement is recalculated correctly for every frame of a sequence if we want to render a moving scene or camera? Thanks again for all your tutorials and resources.
hey Andrew, will we ever get parallax mapping in cycles? I heard about it's use for games, and I was curious. I am yet to find anything explicitly stating it was in cycles.
So now that displacement output has a really great usefulness. i once tried to add a Vertex Group option to the Subsurf modifier so i could make a gradient Vgroup and subdivide accordingly, but never worked.
Could you make or point to an in depth tutorial on how to export and import models? I have been struggling with exporting models with their proper textures and all the UV unwrapping.
In my case the Multiplier node for the displacement changes only glossiness of the ground regardless of the fact that Roughness has already been driven by another image texture
@13:00 Not sure about V-ray but RenderMan has had this feature for more than 3 years... the REYES architecture which does basically this will be 30 years old next year: people.csail.mit.edu/ericchan/bib/pdf/p95-cook.pdf
Am I able to create a new blender mesh (astrocytes) using the microdisplacement feature in a new file - and then append/link to an older blender scene that has other objects/meshes not created with the microdisplacement feature? (or is it one new file from the start/no mixing) -- and thanks for all of the helpful videos - have been with you since you spoke of those cabbage gardens in S.K placed between apartments all around you - loved your personality mixed into the learning curve of Blender. Thank you for making it fun!
Since i LOVE your tutorials, because you explain really great how to and why and so on, i thought i'd ask you kindly, if you would like to make a tutorial about Feathers and maybe a followup on Wings + rig. It's really hard to find a good Tutorial on realistic Feathers and Wings. What is better, textured Polyfeathers, sure for rendertimes, but wouldn't particle Feathers be better for realism? Or the different Kind of Feathers, a Dune, or Ostrich Feathers are sure another Kind of Feather than on a Hawk or a Dove. Just a Suggestion, you're a great teacher anyways ;) Thank you for your great tutorials.
Built my own such system with a combination of shaders and python add ons for my thesis on random landscape generation. Happy that I'll never have to deal with this mess ever again. XD
Another great tutorial. I have a question though, does microdisplacement work with CPU rendering? Either I missed it or it wasn't covered in the video.
Blender keeps crashing whenever I use Preview/Final render a material with an image texture plugged into the Displacement input. However, it doesn't cause any problems for the procedural textures like Noise and Voronoi so I'm guessing my computer just cannot handle all the high resolution textures. They aren't even super high res. :( I think I'm legit going to cry. I was so excited for this feature.
I get this issue too. It seems if you go into rendered view, then select true displacement, then activate the subsurf, it won't crash. Very strange that you need to do it in that order so it doesn't crash.
you probably did not download it from here: builder.blender.org/download/ as Blender Guru suggested in his description. The blender.org release candidate is not the newest build. I got mine from the blender.org release candidate, and all it did was crash.
ok man, talking about that strange artifact that makes your displacment looks like stairs I noticed that you've got to render the scene at 16bit. If not, the preview viewport is good but the final render is bad. Thank you for this great tutorial, as always.
Spending more time with this - I noticed that the final render takes more time with GPU tessellating, and other various (non-observable computations)... Could have just been a localized occurrence - but the render time also much account for that..