Introduction to Microdisplacements - Blender Tutorial

Blender Guru · 424K views · 2016 · 37:02

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Why Blender Stack Exchange recommends it

Blender Stack Exchange answerers point people to it as the standard walkthrough for setting up true displacement with adaptive subdivision in Cycles.

Recommended by 12 people across 12 different months, 2016 to 2025.

What it is

A 37-minute Blender tutorial by Andrew Price of Blender Guru on Cycles' then-new Adaptive Subdivision and micropolygon displacement. It walks through enabling experimental features, setting up displacement in materials, and tuning dicing and map settings.

What people said

Recommends Alfons Marklén · 2016-10 · Blender Stack Exchange · on “Is it possible to have automatic LOD (level of detail) on large scenes?”

If you enable Experimental will you get 'adaptive' in the Subsurf modifier: [LINK] Just enable adaptive and you shouldn't need to do more. [LINK] If it uses too much RAM you should use these settings: [LINK] The subdivision rate is how many pixels it is between each subdivision. If you increase the value it will decrease the quality. For more info try this Youtube clip [this video]

Recommends cgslav · 2017-03 · Blender Stack Exchange · on “Mixing Displacement Procedural Texture”

You can do this with newest Blender versions (as I remember from 2.78 and up). [LINK] First of all you'll need to turn on Experimental features (1) and select under Material tab Displacement as True (2). You can use Both but mixing Displacement with Bump gives weird results. Next step is to add Subdivision Surface modifier with Adaptive checked. You can check whole tutorial about it here: Introduction to Microdisplacements [this video]

Recommends sambler · 2017-05 · Blender Stack Exchange · on “Are my computer specs too weak to perform a sub division on a plane with 100 subdivisions?”

That sea of orange you see is all the vertices you have created, the fact that you don't notice a delay when applying the modifier means your machine has no problem doing it. If you zoom in close enough you will see each vertex. That method is old, have a look at this newer tutorial [this video] to see how to use cycles newer microdisplacement feature.

Recommends MCunha · 2017-11 · Blender Stack Exchange · on “How to make realistic pockets of sand?”

as about increasing resolution based on distance (also known as level of detail), you can search tutorials on microdisplacements - like this one: [this video] )

Recommends icYou520 · 2018-01 · Blender Stack Exchange · on “Realism mistakes/tips/tricks/ for modelling/texturing realistic low poly terrains”

I am sure they are using micro displacement for the terrain. I would suggest you watch this tutorial [this video]

Recommends Pascal R. Jardin · 2018-03 · Blender Stack Exchange · on “Creating Realistic Close up Sand Material”

I don't know how close you want to be, but if you want it up close and personal, you going to have to create grains of sand. A great add-on for rigid body particles is the molecular addon. [LINK] and a great tutorial to get you started is [LINK] [LINK] with that said, sand has a lot of different vacancies in it. So use this tutorial to create the vacancies, [LINK] here is a example of sand using the molecular add-on. [LINK] Above is free and a lot of work, but there is a website that will make your life easier, [LINK] which provides everything you need for pbr sand. You have to subscribe to it and its lowest cost is $13 per month. Use this tutorial to properly displace it [this video] [LINK] hope

Recommends piegames · 2018-06 · Blender Stack Exchange · on “Large Ocean Texture & Boat Wash Material with Dynamic Paint”

First of all, a noise bump texture does not make for an ocean. You need waves , not noise . Either go for some online textures, or create your own one: Generate a smaller mesh with the ocean modifier (as large as possible) Bake normal and height to a plane To render your ocean, apply both the normal map as well as the height to the plane using microdisplacements [this video] You can even do this texture baking for the whole animation (I'd recommend you to do it in a separate blend file then) For the boat, you first need to have realistic materials. Have a look at "physically based rendering" to get true photorealism (Blender Guru is your friend).

Recommends Caspar David Friedrich · 2018-08 · Blender Stack Exchange · on “Bump mapping vs Displacement (plus displacement nodes in Cycles)?”

For actual mesh displacement to work on the Material Output Displacement socket, you need to activate micro displacements and set the right settings in a few places. Andrew Price does a very good tutorial where he explains exactly how to do it. I followed the tutorial and it worked. In case my link doesn't work, the tutorial is called "Introduction to Microdisplacements" at blenderguru.com The YouTube link to the tutorial is: [this video]

Recommends mins · 2018-08 · Blender Stack Exchange · on “Bump mapping vs Displacement (plus displacement nodes in Cycles)?”

In this answer, I only sum up information from Caspar David Friedrich [LINK] (link to a great video tutorial) and Jaroslav Jerryno Novotny [LINK] (application of some principles which can be found in the video too). I have upvoted both answers, however I'd like to provide a step-by-step explanation with pre-requisites to prevent learners from being blocked at some point. This is a kind of answer I was waiting for. 1. How to create a true displacement with the Material Output node Prerequisite : This procedure is valid for Blender 2.79b. A Material node has an input (aka socket) for a Displacement function ( one of three shading components of a material object [LINK] ): [LINK] Three inputs of

Recommends Corwin · 2019-09 · Blender Stack Exchange · on “displacement detail problem”

I have a few possibly helpful pointers: Foremost, I have noticed that Blender doesn't always play nicely with .png files (especially with normals and displacements). Try a .tiff, or other type. I had the same issue of 'undulating surfaces', surfaces that should be smooth, but appear bumpy for no apparent reason. Second, I notice thin, horizontal rectangles in your second image. Check that your mesh geometry is composed of squares , not rectangles. Otherwise you'll experience issues when displacing or otherwise deforming the mesh. Lastly, double check that your UV's are unwrapped properly, same reason as above. If the UV is stretched in one direction and not another, it will distort the effec