thanks for the break down on the downloading and what is what in the folders. im new to blender life and every video nobody mentions any of that. so thank you!
@notverygoodguyАй бұрын
Thanks for the feedback. I do have a series for people new to blender which I have sorely neglected for a while but will get back to that soon.
@leinadreign35109 ай бұрын
I like the little zoom-ins on the imprtant menue points. Really good idea!
@notverygoodguy9 ай бұрын
Glad you like it :)
@leinadreign35108 ай бұрын
@@notverygoodguy Yes I did, and it was really helpful!
@lostartsstudios16793 жыл бұрын
Thank you for this video so much easier to follow than 99% of blender videos. Now if I could just get the sub surfce mod to stop destorying my low poly models...
@notverygoodguy3 жыл бұрын
I am very glad this was useful for you and thanks for the feedback. Without knowing exactly what the sub surf is doing to your models it is worth pointing out that it is specifically designed to break low poly models :) If you are only trying to add more geometry without changing the shape the selecting "Simple" in the sub serf modifier option will give you that.
@CheshireCat4783 жыл бұрын
Add more loop cuts. Mainly to the edges. Also I think the sub surf mod hates triangles so try not to have too many triangular faces.
@untossablesalad44232 жыл бұрын
You might try the Remesh modifier as well. It does something similar but in a different way.
@genghislife96442 жыл бұрын
Select simple instead, it keeps the geometry of low poly.
@d-emprahexpects Жыл бұрын
You all are talking a language I don't yet understand 😂
@Poesghost Жыл бұрын
I always make it a point to learn at the very least one thing, per day however more is better. Watching your video on vertex groups and several other bits of knowledge you shared and I've learned a lot. Thank you!
@notverygoodguy Жыл бұрын
Thank you for leaving feedback, it really makes a difference and I am very pleased this video was useful for you.
@genghislife96442 жыл бұрын
Tried so many blender tutorials that didn't work... Ty for saving my sanity on a Friday night.
@notverygoodguy2 жыл бұрын
Glad it worked for you and thanks for the feedback.
@thebritishengineer80272 жыл бұрын
Au contraire Mr Not Very, you may be a good guys as you just have saved me about a weeks worth of work.
@notverygoodguy2 жыл бұрын
I am very glad to hear that this was so useful for you and thank you for your feedback!
@jaimevaldez30582 жыл бұрын
For being “not very good guy” this was a very good tutorial. Subscribing now!
@notverygoodguy2 жыл бұрын
Thank you very much. I hope to have some more interesting stuff soon.
@jaimevaldez30582 жыл бұрын
@@notverygoodguy I am scanning car trims and 3D printing, thinking of applying a leather texture to print after modeling the scans. This tutorial will be helpful in reaching that goal.
@notverygoodguy2 жыл бұрын
@@jaimevaldez3058 Perhaps you could pop into the "Blender for 3d printing" Facebook group and post pictures of the results. I would be interested to see them!
@r3drum343 жыл бұрын
Thank you a lot for this very easy step by step tutorial!
@notverygoodguy3 жыл бұрын
So pleased it was helpful.
@diegoarce490 Жыл бұрын
You are a natural teacher. Thank you for this video.
@notverygoodguy Жыл бұрын
Thank you. That's very kind.
@freightuk Жыл бұрын
Thanks, that solved my issue on selectively applying the displacement modifier :)
@notverygoodguy Жыл бұрын
Great to hear! Thanks for letting me know.
@ThompsonBrosStudios2 жыл бұрын
Oh my gosh I've been trying to figure this out for days, thanks a lot! take my upvote.
@notverygoodguy2 жыл бұрын
Glad to help and thanks for leaving the feedback!
@SvgLau11 ай бұрын
huge thanks!!!! I have been looking for a way to adding textures on my design, this is the only video I have found solve my problem!. thanks again!
@notverygoodguy11 ай бұрын
Glad to hear it helps and thanks for the comment.
@kevinm3751 Жыл бұрын
Just a heads up, the reason you choose Z for direction is in the name of the texture file you are using. You need the height map information, that information is only applied in the Z direction in this case. Now if you was doing it on a side of the model your height would be in the direction of the X or Y, depending on the direction the face is. Hope that helps you understand why you chose Z in this case...;)
@notverygoodguy Жыл бұрын
Thank you. Appreciated.
@Born_Stellar2 жыл бұрын
awesome! opens up so many possibilities!
@notverygoodguy2 жыл бұрын
Glad it was helpful and thanks for the feedback.
@NewForestDragonflies2 жыл бұрын
Brilliant, thanks, finally a video that explains how to do this simply.
@notverygoodguy2 жыл бұрын
I am very pleased this was helpful for you. Thanks for leaving the feedback.
@roguepaul5 ай бұрын
Well dam that's not so hard at all. Thank you for showing us the concise way to do this. 👍
@notverygoodguy5 ай бұрын
And thank you for the feedback! Glad to hear this was useful for you.
@ThePudge1976 Жыл бұрын
Thank you so much for this video! Im new to 3d printing and could not understand why downloaded models showed no texture when opened in Lychee. I have spent two weeks tearing my hair out until I found this video yesterday. great tutorial, simple to follow, well explained. A+++++. Great work!
@notverygoodguy Жыл бұрын
Thank you so much for taking the time to give your feedback on this. It is much appreciated and I am very pleased this video was so helpful for you.
@ttierced36132 жыл бұрын
This is as close as I’ll ever get from receiving a lesson from professor snape.
@notverygoodguy2 жыл бұрын
I think I could do a better impression of him if I put my mind to it. Maybe the next one.
@thedangernoodle27313 жыл бұрын
cool, Ive always seen to do it with UV editing but this works just as well, if not better in some cases. and now I can still use the vertex groups to assign multiple textures while also using the UV altering for the texture mapping, sick!
@notverygoodguy3 жыл бұрын
Thank you for the feedback. I am glad it was useful for you. This method is particularly useful if you plan to 3d print the result because it gives you real geometry rather than something that can only works when rendered.
@RTJ3DCosplay2 жыл бұрын
u cn also do it with the coordinates set to uv to be able to draw your own details in as well by painting ontop of the texture you use
@notverygoodguy2 жыл бұрын
This is a great idea! Thanks
@stonelambert Жыл бұрын
6:27 a dog walking on tile in the background. so wholesome.
@androbruinsma6569 ай бұрын
Very nice and clear video. Thanks a lot!
@notverygoodguy9 ай бұрын
Great! Thanks for the feedback.
@abhishekpawar38952 жыл бұрын
How did you go into the edit mode? I am a beginner and couldn't see any click at 5:12. Tried to deselect the edit mode for subdivision but still no changes on the object. It doesn't show the vertices and is the same like before.
@notverygoodguy2 жыл бұрын
You are right, it doesn't show up does it. Press Tab to toggle between edit and object mode but make sure your mouse is on the main viewport window (the one that your model is displayed in) when you do. Alternatively you can select the drop down box top left of screen just under the "Edit" and "Render" menu items that probably says "Object mode" at the moment and select edit mode from there.
@rossk79278 ай бұрын
Tying this in with creating UV maps would be helpful. All I'm trying to do is get around prusaslicers fuzzy skin limitations and model some rough texture to improve grip. Blender is so unintuitive it has been 4 hours of frustration just trying to get some surface texture to shrink-wrap itself around my part and not be some plain project turd. I had it working once - with UV maps - but then I did something and it all broke and I haven't been able to get it working again :( I'm also struggling with the variable poly density of my model - flat surfaces have very few vertices for the displacement map to work with and subdividing "enough" is massive overkill for any curved surfaces.
@notverygoodguy8 ай бұрын
A UV map creation version of this is on my list of videos to do but I feel your pain. I would say that there is no getting around requiring enough vertices if you are going to use displacement as a way of adding texture. Have you considered using a texture as a brush and just painting it on in sculpt?
@rossk79278 ай бұрын
@@notverygoodguy I haven't opened blender in over 20 years before today. It wasn't very good back then compared to 3ds Max which I had access to as a student. Painting using a texture brush sounds prefect - I'll look into it.
@rossk79278 ай бұрын
Finally got it sorted out. I was expecting UV mapping to have some sort of observable state but it seems that it's more of an invisible property... maybe associated with vertex groups??
@danielconway71908 ай бұрын
Awesome, thank you! This is exactly what I was looking for
@notverygoodguy8 ай бұрын
That's great to hear. Thanks for letting me know.
@jonataleite2 жыл бұрын
muito bom! muito obrigado! foi muito claro! ótimo vídeo! justamente o que quero usar no blender! (aqui é do Rio de Janeiro - Brasil)
@notverygoodguy2 жыл бұрын
Obrigada!
@defenderfortheEld Жыл бұрын
Thank you so much!! This is super simple and exactly solves what I'm trying to do and more.
@notverygoodguy Жыл бұрын
I'm so glad! Thank you for letting me know :)
@mucokah3 ай бұрын
Thanks for the very helping tutorial
@notverygoodguy3 ай бұрын
Glad to hear it was helpful!
@giobianchi32322 жыл бұрын
Your videos are so awesome! Not Very Good Guy is a funny joke because you're the best!
@notverygoodguy2 жыл бұрын
You are very kind :) I am very slow but am planning the next video soon.
@andreigurandaofficial2 жыл бұрын
This was the best! Exactly what I needed for my 3D printer
@notverygoodguy2 жыл бұрын
Very pleased to hear it is useful and thanks for the feedback.
@jivinhipcat2 жыл бұрын
Absolutely the best tutorial for this. Thanks a lot!
@notverygoodguy2 жыл бұрын
Really pleased it was helpful and thanks for the feedback!
@rjv2395 Жыл бұрын
actually, maybe you can try a different method because this will cause the texture to look streaky in most cases. I worked al long time to find how to get rid of this and have the texture lay evenly on the surface. better to select the vertex groups, use UV unwrap, bring in your same texture to the UV, then do the displace mod with the texture and vertex group as you did but then select direction from UV and the texture will lay evenly on the surface.
@notverygoodguy10 ай бұрын
I will look into this but I haven't seen the issue you describe. I have used photo's for the texture and they have come out fairly well.
@rjv239510 ай бұрын
@@notverygoodguy I use blender for jewelry pieces, large pendants mostly. I use texture on different vertex groups on the piece. I could never get the actual texture from the photo onto the piece it was always streaking along an axis. then I finally figured out that if I used a UV unwrap on the vertex group and then added displacement modifier with the texture it placed it evenly over the area with the right settings in the modifier. I also found that manual UV unwrap works better than smart in most cases. just sharing what works for me
@notverygoodguy10 ай бұрын
@@rjv2395 Perhaps it is because I am more likely to use a flat surface and unwrapping wouldn't make much difference to that. I'll definitely try with a UV unwrap. Thanks for the suggestion.
@johnmarshall26602 жыл бұрын
Ive been trying to get my head round Blender to add Texture to a wall and failed, so your video is a great help for me to work on, I think the problem I had was trying to import a model from Solidworks or Sketchup and you cant do that, so I am interested how you started this model before you started to add the texture ... Regards john
@notverygoodguy2 жыл бұрын
Glad this was useful for you. The original model is just hard surface modelled within Blender. Just a re-sized cube with some some added edge loops and some of the resulting edges moved around a bit. There are some supporting edge loops on the edges to ensure the sub division surface modifier doesn't turn it into a ball :)
@gibsonsimpson2 жыл бұрын
Very cool! Thanks for the tip.
@notverygoodguy2 жыл бұрын
And thank you for the feedback.
@dio84402 жыл бұрын
Very good, thank you for the video.
@notverygoodguy2 жыл бұрын
Thanks for the feedback. I am very pleased you found it useful.
@dio84402 жыл бұрын
@@notverygoodguy It's simple, helpful, and straight to the point, thanks again.
@szlummen Жыл бұрын
Will the model from blender print the same in Real life? With this all bumps and grooves? Could you do a tutorial how to do real bumpy wood model, wich i could print? Id like to make as good wood print as i can. Id be greatful.
@notverygoodguy Жыл бұрын
This will print just as you see it here. If it is a wood texture, it will print looking like wood. For really rough stuff with bits of branches sticking out of it you might need to add a bit of sculpting or modelling though.
@eliasb8 Жыл бұрын
That was very good, Sir! 😉 Thank you very much.
@notverygoodguy Жыл бұрын
Thank you! Glad it was useful
@NoCodeFilmmaker2 жыл бұрын
Awesome! This is exactly what I wanted to do. Thanks, 👍
@notverygoodguy2 жыл бұрын
Very pleased to hear it was useful!!
@mattreagan4347 Жыл бұрын
Super helpful, thanks so much!
@notverygoodguy Жыл бұрын
Good to hear! Thanks for the feedback.
@blacktree626 Жыл бұрын
it dont work very well unless im using alot of verties. anyway to help with that?
@notverygoodguy Жыл бұрын
You definitely need the geometry if you plan to 3d print the result. I believe it gives a suggestion in the video. Create a subdivision surface modifier and set it to "Simple". This will create more vertices for you but retain the shape. If you are not interested in 3d printing this then it is probably not the best solution. You can bake detailed textures onto a low res model if you just want to only render stuff but that's a completely different video :) Hope this works out for you.
@GURU500uk Жыл бұрын
@notverygoodguy i tried to do square base with this tutorial ..cant .. everything looks like fractals .. what im doping wrong?
@notverygoodguy Жыл бұрын
Hard to say with the amount of info you have provided. It may be you simply have the effect strength too high. Is there any way you can provide more detailed info. A screen shot would be nice :)
@GURU500uk Жыл бұрын
@@notverygoodguy yes ups I thought I upload screen .. :) let fix that
@GURU500uk Жыл бұрын
snipboard.io/BrxIDL.jpg
@phm6834 Жыл бұрын
There is a .blend file, so you can easily add the material to the asset browser ;)
@notverygoodguy Жыл бұрын
Ahh, cunning! Thank you :)
@fearthesmeag3 жыл бұрын
nice, what about right click = shade smooth?
@notverygoodguy3 жыл бұрын
Not for 3d printing. The shade smooth option makes your model look smooth on the screen and in any renders you do but it does not smooth the model itself. So, if you export your model and print it it will look like you have the "shade flat" option set anyway. So, for 3d printing always have shade flat and not shade smooth.
@violettracey2 жыл бұрын
Thank you so much for explaining this! I think you explained it well!
@notverygoodguy2 жыл бұрын
Thank you for letting me know. I am pleased you found it helpful
@violettracey2 жыл бұрын
@@notverygoodguy 😊
@energiazaragoza29652 жыл бұрын
Great thank you
@notverygoodguy2 жыл бұрын
Thanks for the feedback!
@famisreiter41413 ай бұрын
Followed your procedure, but when I apply the displacement modifier, the texture disappears and leaves me with the basic mesh. Any idea how to fix?
@notverygoodguy3 ай бұрын
When you mention a texture are you expecting the texture to remain as a colour texture such that you might use to make skin on a human? This technique uses the texture or even better, a displacement map to adjust the vertices on a mesh in one direction according to to the brightness of the corresponding area in the image file or texture in this case. It doesn't actually apply a texture. I hope this makes sense.
@famisreiter41413 ай бұрын
@@notverygoodguy no no I mean that the procedure doesn't affect the geometry at all!
@notverygoodguy3 ай бұрын
@@famisreiter4141 Do you have enough geometry in your model? You need lots of vertices. Alternatively have you tried a different texture? Lastly, if you can provide a link to your blend file, I'd be happy to take a look to see what the issue is.
@Kittifizz1 Жыл бұрын
When I do this on my object, it only shows the texture on the Z facing surfaces. It shows vertical lines on the X and Y surfaces. What am I doing wrong?
@notverygoodguy Жыл бұрын
It will do that yes. If you want to wrap the texture around your object you'll need to UV unwrap it first. I don't cover that in this video but many other people do. You have given me an idea for a new video though :)
@Kittifizz1 Жыл бұрын
@@notverygoodguy thank you so much for the reply! I'll definitely check that out. And I look forward to the video! :D
@mrgtoyz Жыл бұрын
How complex do the models need to be? I just want to create a simple wall and add texture but when I try to apply this tutorial, the model becomes a flat oval and no texture can be applied without it looking crazy. And no amount of decreasing the strength makes it look good.
@notverygoodguy Жыл бұрын
It doesn't need to be complex, a wall would be fine, but it does need to have enough geometry. If you select the "Simple" option in the subdivision surface modifier you should get plenty of geometry without it turning your wall into an oval :) I don't do this in the video because you might notice I have added edge loops close to the straight edges of the model which can also preserve the shape of the model when using the subdivision surface modifier. By the way, if your wall has no thickness, this displacement method might not give you what you want so you might need to add a solidify modifier before the displacement but after the subdivision. I hope this helps but let me know if you have any further issues. Good luck.
@macgruber46892 жыл бұрын
does the printer care about geometry (quads, ngons, tris, overlapping, insane dyntopo sculpts) at all or are there rules?
@notverygoodguy2 жыл бұрын
When you export to stl for printing everything gets converted to triangles anyway so no, it doesn't matter. The model does have to be manifold and inverted faces, overlapping and other broken meshes can cause a problem.
@macgruber46892 жыл бұрын
@@notverygoodguy ok thank you
@badmonkey912 жыл бұрын
what can be done if the texture is tiny on the model?
@notverygoodguy2 жыл бұрын
I don't think it should be. You can change the x and y crop which will stretch it. Alternatively scale down your model and then scale it back up again when you have applied your displacement modifier. I am not sure if this works as I haven't found a texture anywhere that is too small.
@badmonkey912 жыл бұрын
nvm...i think something was corrupted with that file...I made a new one and it's fine. the first one was loading two different files
@notverygoodguy2 жыл бұрын
@@badmonkey91 Glad you have it sorted!
@RCCraigoOnline2 жыл бұрын
This was perfect! Thank you!
@notverygoodguy2 жыл бұрын
Great to hear! Thanks for the feedback.
@stigmautomata Жыл бұрын
very relaxing content
@notverygoodguy Жыл бұрын
Well that's quite a compliment :) Thank you.
@ThatHippyDuck Жыл бұрын
hm, i tried a fabric texture but there's no displacement file to download. must just be light and diffusion maps since it's so small? well shoot...
@notverygoodguy Жыл бұрын
Try one of the others anyway. The most contrasty probably will work anyway as long as you have enough geometry in your model. It is possible to use photos so using the displacement map isn't as essential as I made out :)
@ThatHippyDuck Жыл бұрын
@@notverygoodguy ok I got it working. Thanks for your tutorial work
@notverygoodguy Жыл бұрын
@@ThatHippyDuck Thanks for letting us know!
@TheAndyroo7703 жыл бұрын
Is there a blender trick to modify geometry so there are no overhangs beyond a certain angle - so it adds chamfers below windowsills for example?
@notverygoodguy3 жыл бұрын
Sadly not. It would be very hard to do. It would need to guess which orientation you wanted to print in for a start. But what would it do with a large over hang such as an arm straight out at 90 degrees? The closest I could think of would be to select all the edges that you are concerned about and bevel them with ctrl b and mouse scroll wheel. The 3dprint add on that comes with blender can attempt to identify the problem areas at least.
@TheAndyroo7703 жыл бұрын
@@notverygoodguy Interesting, thanks. I will have to revisit Blender but previous visits I struggled and felt a bit overwhelmed by options! Shapr3D I get along with quite well but blender seems super powerful if you can get your head round it.
@notverygoodguy3 жыл бұрын
@@TheAndyroo770 Blender does have a lot of features for sure but take it slowly and it becomes invaluable!
@jessescott97043 жыл бұрын
Great tutorial!
@notverygoodguy3 жыл бұрын
Thank you very much for your feedback. I am glad if it was helpful.
@arcort669Ай бұрын
My computer locks up when I try to add the modifier subdivision surface :-(
@notverygoodguyАй бұрын
The modifier can take ages if you already have a lot of vertices and an older computer without enough RAM and in extreme cases can crash.
@thefriendlyaspie79842 жыл бұрын
thanks so much for the tutorial, was really helpful ^^
@notverygoodguy2 жыл бұрын
Great to hear and thank you so much for the feedback.
@amimeebee2 жыл бұрын
I have been looking for exactly that kind of tutorial. I create my models in DAZ and a lot of surfaces are just plain flat, given depth by UVs (??). Any advice on how to proper thickening clothes for 3D printing on the inside ( without loosing too much detail as it does happen when one uses the solidify modifier)?
@notverygoodguy2 жыл бұрын
I am glad it was useful for you. My next video will be about the different ways for creating clothes on human models with a view to 3d printing them though will not be out until after the new year. The solidify modifier should not remove detail though it can be a bit difficult to control what it does sometimes. It has lots of options that might help you though without seeing why you lose detail with it, it is difficult to offer a recommendation. If you can find a way to provide a .blend file I could try and have a look at it. I don't cover DAZ for making models in this channel even though it IS pretty good mostly because its licensing restrictions for 3d printing are a bit over the top in my view. Maybe you might consider an alternative.
@amimeebee2 жыл бұрын
@@notverygoodguy well.. i paid a good amount of money for my assets and i strongly believe its noone elses business if i print those for my own pleasure. in addition, i probably put in a ton more hours into making it printable, than the creators of most pieces have put in creating each piece. i agree, that commercial use and/or even publishing these models for free might be an issue. despite that, i published one of my models for xmas, for a short amount of time. It does print fine.. however, parts of the clothes are very thin and broke, and i got no idea (yet) how to increase the inside of boots i.e., to have them merge and not ending up with feets printed inside the boots, leaving behind resin traps. -because expanding along the normals does drag one side in the other out - and it might be doable by splitting it up in all tiny parts. and i dit with the 600+ hair-items in the later given example. as i know no other way to communicate with a youtuber but the comment section ( https REMOVE THIS ://cults3d. REMOVE THIS com/de/modell-3d/verschiedene/merry-xmas-meebeecom/de/modell-3d/verschiedene/merry-xmas-meebee )
@amimeebee2 жыл бұрын
@@notverygoodguy i only joined most of the parts and not been using a boolean. therefore you should be able to split it up in parts if i am not mistaken
@notverygoodguy2 жыл бұрын
@@amimeebee Wow! You put a ton of work into getting that printable!! The hair alone is a masterpiece of patience! I can't imagine the time it took to support this :) There isn't much that can be done with the stl file without the original but I think you have found a problem that everybody finds when trying to adapt things made for rendering into something that can be printed but most don't have your patience. You already have your solution though too. It is making every individual item thick enough to print and have access for support. And make adjustments. For example the outer skirt that nearly sits on the inner skirt should really be actually be joined to it much like the corset is. It won't make any difference to the model given the size you are likely printing at but would solve all sorts of problems. I see your problem with the boots and the only solution I can see is to actually make the boots solid a little way inside. Ideally you would boolean them with the leg too. Hair usually has to be just a few objects and people usually sculpt hair or create a few curves which are then converted to mesh and merged. Controlling the solidify modifier when you have small details can be difficult but you can restrict the effect of it in parts of your model by using vertex groups and adjusting the factor slider but ultimately, when creating detailed clothing you should be making it thick enough before you add details like folds and creases. I do admire what you have done here because I can see the effort involved and you have apparently been successful. I will try and do a video of handling difficult issues with the solidify modifier in the not too distant future.
@amimeebee2 жыл бұрын
@@notverygoodguy Thank you very much for taking the time and having a look at it. Yes, merging the pieces is the plan. i just still lack the skill to do it. but the vertex group thing is a point to start at. i will dig deeper. regarding the patience: if you use the "try and error" learning methoid of self-educating, one needs a lot of it. i started 2 months ago. and while i put a lot of time in figuring things out already, i am not too concerned. the example is my 3rd printed model. and while getting to the first one took above one months time, the third one "only" took about a week. i am pretty sure, soon i will be able to do more complex models in lesser time and be able to concentrate more on the creative aspect of the creation than on solving the technical riddles. but even if not: its a journey, not a race ;)
@OdysseanPromise2 жыл бұрын
Whenever I do this, my model just ends up with a static-like texture. I can only seem to texture cuboid objects
@notverygoodguy2 жыл бұрын
This could be just a case of getting the strength of the displacement correct. It is a very small step between looking right to looking awful. Holding shift as you adjust the strength can help. If not, provide a link to a blend file you have with the texture (remember to "File->External Data->Pack Resources" first to add the texture image to your blend file) and I can take a look at it if you like.
@g0balot3 жыл бұрын
I think in one frame you have circled remove instead of select :)
@notverygoodguy3 жыл бұрын
Yes I know but with Davinci Resolv crashing on me every five minutes I didn't have the motivation to go back and fix that :)
@jlr36362 жыл бұрын
Excellent
@notverygoodguy2 жыл бұрын
Thanks for the feedback. It's always nice to know if the video was helpful.
@robert577011 ай бұрын
What am I missing? I cant get this result.
@notverygoodguy11 ай бұрын
It's kind of hard to say with so little information. Can you describe how what you do get or can you link to pictures of your model mesh?
@robert577011 ай бұрын
Thank you for your reply. I get either no texture on an object or scale (strength) it up to very heavy peaks and valleys. I have created objects in blender and brought in STL's same result. I've created objects in blender and covered them with Vortices, same results. Thick, thin, short, fat objects all have the same outcome. 1 thing I wondered is are you working in meters or mm? I am in mm. @notverygoodguy
@robert577011 ай бұрын
Also using version 4 @@notverygoodguy
@notverygoodguy11 ай бұрын
@@robert5770 OK I hadn't tried version 4 as it doesn't work well with charmorph but I just downloaded and tried this displacement and it still seems to work and I do use mm. Try it just using the default cube. In edit mode select everything if it isn't all ready select and subdivide it to ten (you can set how many it does in the little menu thing that pops up bottom left). Then do it again but subdivide maybe to 2 or 3. Then apply a texture that has a lot of detail like the stones I used in the video. If you are getting huge valleys and peaks try adjusting the strength slowly by holding down the SHIFT button while you drag your mouse over the value. The fact that you do get this problem does suggest its working. If all else fails see if you can find a way to post a link to your blend file, I'd be interested to see what is going on.
@wenchevaaga3 жыл бұрын
Well done :)
@notverygoodguy3 жыл бұрын
Thank you :)
@33nbrown Жыл бұрын
Anyone else not getting this to work? i follow the video but no texture is applied to the faces i picked. it just scales funny and dosnt show any texture at any scale.
@notverygoodguy Жыл бұрын
Are you using the displacement texture? Have you played with both the strength slider and the slider in the "crop" section in the texture planel? I just tried this again on the latest Blender and it still works fine. Other than that, if you can provide a link somehow to your blend file, I could take a look.
@snook-official Жыл бұрын
Nice! Thank you. I take it you don't bother with UV mapping if you're just printing this. I'm curious as to how easy this would be to apply the textures to the model so they line up with the geometry. Not everyone uses Blender for 3D printing ;)
@notverygoodguy Жыл бұрын
No I don't do any UV work but I imagine if you unwrapped your model and applied the texture you could then use a displacement to apply it to geometry. I could WELL be wrong about that though.
@unclejacksimulations9423 Жыл бұрын
Instead of Local, change the displacement coordinates to UV, adjust strength, done
@snook-official Жыл бұрын
@@unclejacksimulations9423 Thanks!
@freddyli53562 жыл бұрын
2:47 Just a little thing...... The date you modified these texture is my birthday.
@notverygoodguy2 жыл бұрын
It may be little but is still important. I wish I had known, I might have mentioned it :)
@Karen-Ka10 ай бұрын
Amazing, thanks a lot
@notverygoodguy10 ай бұрын
It's a pleasure, thank you for your comment.
@Madash3119 ай бұрын
Thanks again Mate!
@notverygoodguy9 ай бұрын
Thanks for the feedback!
@richardbriggs87358 ай бұрын
very informative
@notverygoodguy8 ай бұрын
Thank you
@baderuk732 жыл бұрын
Cheers...really good
@notverygoodguy2 жыл бұрын
Thank you!
@andrewstuber2 жыл бұрын
I'm not getting this - my disp is pixelated and not like what you did
@notverygoodguy2 жыл бұрын
Do you have enough geometry? You need do sub-divide your model quite a bit to get enough resolution. Alternatively, it may be that your texture is really low resolution. Let us know.
@Beekeeper_of_All_Trades3 жыл бұрын
Very cool but unhelpful in the newest Blender version because this feature either has been moved or no longer exists I think its time to start mentioning Blender version model. They keep releasing new versions with interface changing and features shuffled. its very frustrating. as it is, Blender is a pain in the ass to master but to make matters worse they keep changing it.
@notverygoodguy3 жыл бұрын
While I understand that it is frustrating when things get changed, the technique discussed in this video does actually work with the latest Blender (3.0.0). Can you say what issue you had. I too get annoyed with things changing (knife project works differently now for example but they rarely make big changes and if you stick with an "LTS" release, things should stay the same.
@OdysseanPromise3 жыл бұрын
@@notverygoodguy I don't know about Viktor, but I can't get anything other than noise when I add the displacement map
@notverygoodguy3 жыл бұрын
@@OdysseanPromise To me this suggests either the "strength" value is too high in the displacement modifier, you don't have enough geometry or maybe even the is an issue with the texture itself. If you have a way of sharing your blend file I would be happy to look at it.
@OdysseanPromise3 жыл бұрын
@@notverygoodguy I did adjust the strength as you suggested. Even at very low (.050) strength it’s more like just a dusting of pock marks rather than cobble stones I tried on some very very small planes and could get it to generate but the texture doesn’t seem to repeat in any real way and just warps, even with the “repeat” option on
@notverygoodguy3 жыл бұрын
@@OdysseanPromise Is there anyway I could look at the texture you are using?
@RicardoPerez-om2gd5 ай бұрын
I follow step by step and I get crazy things happening. Even with the cube... This program drives me crazy
@notverygoodguy5 ай бұрын
Can you give more details or even better a link to a screenshot or best yet, a link to your .blend file.
@RicardoPerez-om2gd5 ай бұрын
@@notverygoodguy that would help out a lot! thank you. Where can I send you a gdrive link?
@notverygoodguy5 ай бұрын
@@RicardoPerez-om2gd Can you post a temporary link here?
@RicardoPerez-om2gd5 ай бұрын
@@notverygoodguy drive.google.com/drive/folders/1FfliTNYFcD8eypBmiCc4cBMq7jvJIiP9?usp=sharing and thank you!
@RicardoPerez-om2gd5 ай бұрын
@@notverygoodguy Hey, I posted the link but its gone. Did you delete it or does YT not allow posting links?
@RC_Russell_Designs2 жыл бұрын
nice
@notverygoodguy2 жыл бұрын
Thanks!
@P4TRICCS8 ай бұрын
Very good tutorial except everything i did crashed my whole pc so if it happened to make it i had to save every click...
@notverygoodguy8 ай бұрын
Sorry to hear about that. I haven't heard of that happening to anyone before. DId it always crash at the same place?
@davedavem Жыл бұрын
Minimum trying 🤘
@notverygoodguy Жыл бұрын
Hope it helped!
@davedavem Жыл бұрын
@@notverygoodguy it did, thanks!
@Tosapecore2 жыл бұрын
I love you, thanks
@notverygoodguy2 жыл бұрын
Very pleased if this was useful for you!
@jettesjettes2 жыл бұрын
this is not working. I think it's because of how he made his model. He has double lines around most of it. Why does he have that? He also doesn't talk about which add-ons he is using or if there are any other special settings he has. He needs to say "yes" or "no" to everything that he has going on at the start.
@notverygoodguy2 жыл бұрын
The double lines are there to constrain the subdivision surface modifier. Without these the flat faces would turn into curves when using it. You can achieve the same using "mark sharp" on the edges but the "double lines" is more reliable. There are no add-ons used in this video, it is stock standard Blender. The only non-standard setting I have is that I always have "face orientation" set to on but that shouldn't make a difference here. Perhaps you could explain where it isn't working for you. Maybe I can help.