Here is why: your gradient has been quantized (goes from one color to another immediately with no transition). In theory this should not be a problem if the displacement is infinitely accurate (since then you'd have a 'curve' of vertices that perfectly traces these transitions) but of course this is not the case. This means that 99.99% of the time a 'boundary-vertex' will fall into one of the two regions (instead of the boundary). Effectively this causes color spill in both directions and this can be minimized with higher and higher division levels.
@gambello11954 жыл бұрын
Beat me to it. Couldn't find a video of you explainingn it in time.
@TheDucky3D4 жыл бұрын
Thank you dude!!
@sparrowsurya964 жыл бұрын
Yo genius sir replied,,,out of my mind thing😂
@devanshutak254 жыл бұрын
@CGMatter Are you sure about that? Because I thought it was because cycles displaces the geometry first and then applies the color on the displaced geo (using the object or generated coordinates). I believe that is the case because this sort of color spilling happens even when you are not quantizing the noise. Reference- imgur.com/a/PSXUtgA I asked Midge(mantissa) about this in one of his live streams and his solution was also to just use the UVs in such cases.
@JoeyCarlino4 жыл бұрын
You could switch to experimental and use the adaptive subdivision, but your computer might explode.
@ojita87974 жыл бұрын
IF 2:02 DOESN'T WORK 1. go to "edit" in the top left 2. "Preferences" 3. "Add-Ons" 4. Type in "Node Wrangler" Check the box and then you should be good to go
@joemcfarland84903 жыл бұрын
thank you king
@trazord87022 жыл бұрын
thanks dude
@Famsysthing4 жыл бұрын
I like how you always talk about meshes as him. They are your children and you take good care of them
@RowDogSA4 жыл бұрын
To prevent irregular color overlap, switch your Texture Coordinate to Generated. Also, if you want your terrain a little bit flatter, reduce the Displacement Midlevel to around a 0.1 - 0.2.
@paarthsiloiya50982 жыл бұрын
Thanks 👍
@denzombie10 ай бұрын
Texture Coordinates fixed my color overlap as well, Thanks!
@spo0ds1524 жыл бұрын
i will never run out of ideas with your tutorials. i love how you can use these tutorials to make your own thing. not just following along and get exactly the same result. keep it up dude!
@omma9114 жыл бұрын
It's amazing how powerful the node editor is in Blender. The same tree in Maya would be twice as large, and Arnold would have crashed like 10 times.
@manassable4 жыл бұрын
The most underrated Blender Artist !!
@trygvij16044 жыл бұрын
I wouldn't call him underrated :P he's doing very well on yt
@ytrestore24444 жыл бұрын
He makes great videos but certainly not most underrated
@the-pokeworld4 жыл бұрын
This is most easist project ever even a kid can make this with this tutorial
@derkernsen4 жыл бұрын
The problem is that he often uses shortcuts and doesnt say it. That may be fine with an experienced user, but not beginners. Nontheless great video.
@the-pokeworld4 жыл бұрын
Bro if u know basics u can make anything i also know basics and a beginer and i can makw low polygons rooms bro u must check grant abbit u will learn a lot from tutorials as his tut contains everything
@sagargoswami9984 жыл бұрын
06:45 Hello @Ducky3D, I think I have a theory regarding the overlapping issue. I guess the Noise_Texture_Node gives linear output. It gets converted to constant input in Map_Range_Node which is used for Displacement. The Map_Range_Node gives constant output with 8 divisions or values or steps. The ColorAmp then converts this 8 stepped values into linear output with the 3 colors distributed accordingly. Probable Solution: Maybe, setting ColorAmp to constant values and tweaking the sliders little bit will help avoid or control the imperfections that was observed in final result.
@baristucco3 жыл бұрын
those who lack the Surface option under Settings, just check Cycles in Render properties,
@That_Guy463 жыл бұрын
THANK YOU!!!!
@NotJames__3 жыл бұрын
thank you lmao, totally wasnt wondering why i didnt get the displacement drop down for 20mins
@factsnknowledge76584 жыл бұрын
This guy is one of the most talented person on blender out there! Congo @Ducky3D! Love Ur projects as usual!!
@TheDucky3D4 жыл бұрын
Thank you man
@gurratell73264 жыл бұрын
Adaptive subdivision is a nice feature.
@avishai8274 жыл бұрын
Can you make a explosion tutorial?
@coolaid52724 жыл бұрын
captain off topic decides to ignore youtube. congrats
@crunchyentertainment26804 жыл бұрын
Yes please 😅
@antonykassis4 жыл бұрын
I think it does that weird color blending because the color ramp uses gradients in the small color ramp bar so it blends between black and orange which makes brown
@tomoprime2174 жыл бұрын
I would love to see the image texture step saved as a height map for creating a landscape terrain inside Unreal. Then throw a megascans lime stone material but colored to a red orange for the alien planet effect.
@devonkrueger21374 жыл бұрын
I just started messing with blender and I ran one of your tutorials, you've given me a new hobby and I want to say thank ya man, I can shoot you a dm on insta of what I did!:)
@rbettsx4 жыл бұрын
The color spill is happening because the noise texture is 3D, and you're working in Object Space. The displacement is calculated on the lookup into the noise texture at Z=0, before the color is assigned to the shading points. By the time the color is assigned, the lookup into the noise uses the new, displaced coordinates of the shading points, at their new Zs, so returning the color of different points in the 3D noise. You could fix this by switching the Noise to '2D', which will project the Z=0 plane of the noise straight down through the object, so the new heights don't make a difference. You might not like it, though, because when the color boundaries coincide exactly with the height boundaries, the color on the cliff-sides is subject to a floating-point choice, rounding sometimes one side, sometimes the other, producing 'shard' artefacts. You could fix *that* by putting in another Map Range node, and mapping the color to a very slightly larger range then the displacement, in the same number of steps. That should bleed the boundaries of color-fills of each plateau slightly into the plateau below, and away from the cliffs. But I think the out-of-register color is cool.
@panzudo0072 жыл бұрын
Nice graphics. Thanks for sharing. The problem was in the Texture Coordinate node. You had to choose "Generated" instead of "Object". Then there will be another issue: there will be another Map Range node needed to displace the colors edge in order to avoid the geometry deform that comes from the displacement. Thank you very much.
@declineed57984 жыл бұрын
Dude your videos are amazing I just found about you yesterday and made so many of your projects and they are amazing I will tell all my friends about you keep up the great work!
@seifermations24824 жыл бұрын
Your projects always are i hypnotizing
@residual4 жыл бұрын
it really sucks that you can’t do this in eevee, i hope they add that functionality in 2.83 or some later update
@henkvaneden35524 жыл бұрын
yeh, sucking fan noise´n slooow
@JohnSatan4 жыл бұрын
You can bake texture and use displacement modifier, it works in eevee.
@imnotfuckingusingthisaccou25744 жыл бұрын
Just switch to blender, is it that hard?
@shamaur69514 жыл бұрын
@@imnotfuckingusingthisaccou2574 Switch from blender to blender?
@DavidUtau4 жыл бұрын
@@imnotfuckingusingthisaccou2574 bruh moment
@rakshitpandey75174 жыл бұрын
The art of doing graphics designing and animation is developed with such an ease is by you only man..!
@3dslug994 жыл бұрын
would be good to see more material displacements like this mate. nice tut
@ericburnett81634 жыл бұрын
This is really great! I'd love to see you update your playlists on your channel
@csicee4 жыл бұрын
Use experimental features and enable the new option (i forgot what its called) and you could have the subdivision level to 2/3 and it would look good.
@mexlemax33074 жыл бұрын
Cool wallpaper. Made fast and easy. Super! Thank you very much for this tutorial. Keep up the good work
@TheDucky3D4 жыл бұрын
I’m glad you liked it
@nadavrot4 жыл бұрын
For those interested, he's using the Abandoned Hopper Terminal 01 4K HDR.
@sankalp25204 жыл бұрын
if you put colour ramp output in displacement node, then it should work fine without colour spills.
@Donovarcotfw4 жыл бұрын
Side note, these would be cool STL files to 3D print with a resin overlay to look like a stepped beach theme
@MrFaaaaaaaaaaaaaaaaa4 жыл бұрын
now that we have adaptive subdivision in cycles experimental another landscape tutorial could be rad :D
@seppsowas4 жыл бұрын
put a vector mapping node before the noise and scale the Z-value of the object coordinate to zero. think about what this means ;) the noise is getting calculated twice. so you get a different z-part of your noise when displaced.
@discreet_boson4 жыл бұрын
Fantastic, as usual
@TheDucky3D4 жыл бұрын
Thank you
@Elykson3434 жыл бұрын
This is interesting I wonder if you could take this a step further to bake the finished product as a displacement map, to use for procedural world generation
@JohnGetchel4 жыл бұрын
Hmmm... I used the UV texture coordinate instead of object and it seems to align the colors with the geometry perfectly. And I didn't do any UV projection I just changes sockets.
@WoutStandaert4 жыл бұрын
The UV's are automatically generated for a plane if you leave that checkbox on, so that's why it works in your case.
@jasonroberts37524 жыл бұрын
The problem is the way it is mapped. If you do Generated or UV instead of Object space for the texture coordinate node, it wont give you the weird error. I TRIED THIS AND IT WORKS.
@TheDucky3D4 жыл бұрын
Awesome
@jasonroberts37524 жыл бұрын
The reason is that with object space, the height of the layer affects the noise texture on the object. It is not projecting the noise texture on top of a flat surface then extruding it, rather it is extruding it then projecting the texture onto the 3d surface.
@HandyAndyG4 жыл бұрын
Yeah, I like the way it looks when using the Object space and looks more correct. But Ducky's version still looks good as well.
@BlenderDaily4 жыл бұрын
never saw the stepped option in the map range node. thx for the tip!
@szczehoo4 жыл бұрын
Hi, Great tut. Your strange overlapping is probably due to subdiv modifier used on already displaced geometry. Try to collapse modifiers stack first.
@sunshineconch53774 жыл бұрын
Awesome tutorial!
@BrianWenger4 жыл бұрын
I think it's because the final range of the Map Range node and the Color Ramp node aren't the same.
@jamesdavis20274 жыл бұрын
Can you avoid the jagged edges while still doing it procedurally?
@unriquee4 жыл бұрын
Awesome!
@渡辺城原4 жыл бұрын
If you want the color fit displacement right simply use UV instead of Object in Texture Coordinate
@lyricalspace96974 жыл бұрын
Love the tutorials!
@MohamedHassan-dv8fq4 жыл бұрын
Amazing 😉
@hillarymwangi113 жыл бұрын
Love this!!!
@infinityanimationproductio6914 жыл бұрын
0:04 Minecraft 1.21 update looks great
@prismalglue3 жыл бұрын
thanks a lot!
@StylizedStation4 жыл бұрын
Ah yes, now I can finally make chunky mountains
@darrennew82114 жыл бұрын
This is great. I've been looking for how to do this for quite some time. (I haven't been looking too hard, mind.) Ah, this seems to be a node in the newest blender, which would explain why it seemed harder than this.
@Skillseboy12 жыл бұрын
Does this still work with Blender 3.0? When I change the settings to 'Displacement only', nothing happens
@michael.corlenome3 жыл бұрын
How can I fix the bumpy side of the steps, make it smooth?
@lyx93904 жыл бұрын
Inspired me to make a game tomorrow...😇
@TheDucky3D4 жыл бұрын
That’s awesome
@motsgar4 жыл бұрын
The reason the colors are not matching the layers is because you need to invert the height map and not invert the color and change the range. The range change messes it up.
@tomandtomi1644 жыл бұрын
Please make a tuturial about size comparsion, like for planets,building etc.
@zurreal97834 жыл бұрын
My problems: 1:28 - When adding the modifier, the plane becomes an octagon unlike yours. Unless i press simple, but for the sake of simplicity, (pun not intended), I don't want to go of the script and start pressing things that's not in the video. !!FIXED!! - the solution was i forgot to add 100 subdivision after applying scale. 4:20 - When adding the displacement node and going to the setting in the material tab to set it on "displacement only", nothing happens. Before when i failed to realise i had to subdivide and all that jazz, it kind of worked, but all i got was giant triangles instead of "stepped paths" like in the video. Still havnt found a way to fix this though, so id appreciate the help!
@domin61684 жыл бұрын
Interesting, thanks for video Mr Ducky :D
@paulbyrne35174 жыл бұрын
Cool thanks
@iftekhermorshed23574 жыл бұрын
That's another cool tutorial! By the way, is there anyway to add bevel for the edges?
@TheDucky3D4 жыл бұрын
I dont think so
@DrunkenUFOPilot4 жыл бұрын
@@TheDucky3D If only it weren't so late at night... I'm sure the edges could be beveled using a bit of math, replacing the hard-corner Stepped Linear of Map Range with a soft-cornered staircase-like function. What were those other options? Should be pretty easy. Would need high res mesh or high setting in subdivision modifier. I'd try it myself right now, but tired, sleepy, must wait for tomorrow. Blender never fails to be interesting and fun!
@gangel4783 жыл бұрын
@@DrunkenUFOPilot did you ever get it?
@nathanielthe3rd3544 жыл бұрын
Great Tutorial, by any chance do you know how to make a human model from the ground up if so could you make a tutorial about it ?
@kdblender85284 жыл бұрын
I think the issue is that when you apply a displacment map, it change the object coordinate, if you put a uv map as mapping, it should work normally
@IahimBalneaux4 жыл бұрын
Hey man ! This is amazing! I've followed your tutorial and everything works properly apart from the 'riser' of the step like shapes. The risers have black and orange in a sort of sometimes triangular, sometimes semi-circular patterns for some reason. Do you have any idea why that is happening? Thank you very much for making those amazing tutorials! :D
@RP744TehObjectThingy3 жыл бұрын
0:23 HEY SKRILLEX, DUCKY 3D USED YOUR LOGO--Nah, I'm kidding, I'm kidding XD
@mattmanard88173 жыл бұрын
Is there a way to turn this into real geometry? For instance to bevel it or use painted textures etc...
@madebyjonny7637 Жыл бұрын
I was just wondering if there is a good way of smoothing out the edges using this technique?
@4topk Жыл бұрын
Nice ❤
@MrMwenesi2 жыл бұрын
Nice tutorial. Can I also use a DEM map to create the same? How could that work
I cannot seem to find the "Map Range" node, am i missing something? when i type it into the search bar nothing pops up
@theycallmehodg893 жыл бұрын
Make sure you're using a version of Blender that has the node. Older Blender versions will not have it.
@mr.devkota32274 жыл бұрын
damm this looks nice
@TheDucky3D4 жыл бұрын
Thank you
@xristopher14904 жыл бұрын
Hey ducky, big fan of yur work, I was hoping you could do an interior decoration, even if it's just a room like a bedroom or a sitting room
@Hejirah3 жыл бұрын
can you turn this into actual topology?
@neelixleefurball3 жыл бұрын
Don't suppose you have another quick trick up your sleeve to where what we see in the renderer is actual geometry that can be saved as an FBX for use in unity.
@OsPrey-qc9wm4 жыл бұрын
can't find the "map range" node, pls help edit: just found out you need the Blender 2.83 Version 😅 further edit: you don't need the 2.83 Version
@TheDucky3D4 жыл бұрын
It’s in 2.82 I recorded this tutorial in that version
@OsPrey-qc9wm4 жыл бұрын
@@TheDucky3D oh then im sorry to put out false information, but i couldnt find it anywhere, no matter how hard I looked maybe I had an even older version than 2.8
@srijansbhat38084 жыл бұрын
@@OsPrey-qc9wm blender versions older than 2.8 doesn't look this good. Those versions had a very bad interface. Looked very old and when I just downloaded it for converting a fbx model, I was like 😑. Though I used it before, I only made a rigid body collision type anim following the guru. Didn't add any material to it and didn't even render it. I was such a noob.
@Andaaldiablo3 жыл бұрын
lmao would probably have this comments at this point
@songlacquan3 жыл бұрын
👍 Cool 👍
@amin_ankward4 жыл бұрын
Yhea !
@gabrielhabdulea9904 Жыл бұрын
is it possible to do the same but on a sphere? you know, to make a hole planet in this stile
@clayshanks6079 Жыл бұрын
How would I go about changing these into contour lines?
@dhemanth012 жыл бұрын
How to smooth the edges and the extruding layer sides. They looks stepped, but I like it smooth
@JohnFranklin19824 жыл бұрын
Great Thx!
@JohnSatan4 жыл бұрын
Why use a 5 subdivisions if you can turn experimental mode and use adaptive subdivision?
@Kaikina3 жыл бұрын
My final render looks quite like the one at 0:07. It saddens me because otherwise it looks so beautiful, but even with 5 in render (Subsurface), I still get those ugly edges. You have it at the start of the video, but at the ends, you suceed to polish it. I'm using the newest version, so maybe another step is required :/
@matini982 жыл бұрын
I have the same problem, did you solve it? :/
@eliodonvito92522 жыл бұрын
Can we change the height of the displacement? or push them by extrusion?
@darrenberkey70174 жыл бұрын
EDIT: Nevermind, I fixed it. My viewport display was not in rendered mode. I've followed this video exactly, at least three times, and every time, when I get to the step at 4:15 to set the option to "Displacement Only"... nothing happens and I get no displacement. :(
@qqeeqq1323 жыл бұрын
you need to subdivde
@Ethzz.6 ай бұрын
Is there a way to smooth out the sides so it’s not jagged?
@sparrowsurya964 жыл бұрын
I think git it the solution just add a geometry node then join the position socket into sep xyz and then put the output z into fac of clour ramp ,and if its not upto the makr just drop down the math input bw sep xyz and colouramp to adjust the depth of clours ,,,ibut i see th gradient in cours which arent same on same step thays the only problem
@uzaykisi18633 жыл бұрын
let's suppose we have just one step which is black and the other color is just red and no gradient, how can we prevent the blacks intersect with each other while animating the 'W' value?
@theartoftk13 жыл бұрын
did the 'displacement' menu move in the material panel for 2.9? Definitely isnt there...
@alexandremorsa34434 жыл бұрын
I made a video by moving the w value on the noise texture node.
@aslanovfarid83442 жыл бұрын
Dude wanna ask how can I invert my autocad landscape project into to the blender??
@emosewasikcin4 жыл бұрын
Could you also use smooth shading with normals to lessen subsurf use?
@zukorena82344 жыл бұрын
It so gooooooooooooooood
@archalaa962 жыл бұрын
change the scale z coordinate on mapping to 0
@Lamatetatonka Жыл бұрын
How would you create a mesh of out this not just a render?
@wallEeeeeeeE4 жыл бұрын
Thats awesome. . . This Q is not related to this class - I really dont understand the smoke work of blender , I mean the smoke doesn't act like normal. How can I improve that?
@tek58424 жыл бұрын
Is there a way to apply the displacement of a material in order to get the mesh or you necessarily have to use a displacement modifier and applying it ?
@TheDucky3D4 жыл бұрын
im not totally sure
@JoeyCarlino4 жыл бұрын
I think you can save the image from the node editor, then bring it back in and use it with a displace modifier, then apply the modifier. I've never done it, but I think it can be done.
@paulortalex66134 жыл бұрын
@@JoeyCarlinodo I need to render a image of the displacement or can I export it from the node editor somehow?
@rbettsx4 жыл бұрын
The displacement here is produced entirely in the renderer, so, no, you can't extract the displaced geometry from it. You could do the same thing with a displacement modifier, if your hardware can hack it.
@XxX-nd8kb4 жыл бұрын
Hey. really love your videos. I’m learning to make models from your videos. thank you very much. Could you explain how to make a wire animation?
@exodus6644 жыл бұрын
Hey, is there anyway to get rid of the vertical edges that come? I am using 6 subsurf but it still has some vertical jaggedness..I can see that even yours has it.
@JavaJack594 жыл бұрын
I would wager you would need a whole different approach where the contours are formed from strings of mesh points (i.e. modeled) rather than displaced quads from the plane. I wonder if someone can cook up a procedural approach for this.
@alexandremorsa34434 жыл бұрын
I think i fixed it with a denoise node.
@monkeywrench4314 жыл бұрын
Hey Ducky, I'm not sure if you are still taking animation requests but I've got one if so. I'll try and explain this the best I can so bear with me. I'm looking to do an animated text reveal that somewhat mimics the word(s) being written. For example the letter S, the reveal would start at the top of it and snake its way down to the bottom, as if it was being written sort of.
@rishivader28024 жыл бұрын
wow that's a great idea i support it
@kinseywarburton33194 жыл бұрын
can you smooth it down so they are more like slopes than steps?
@matthewhalo17993 жыл бұрын
Displace only doesn’t seem to work for me :/ (Nvm I’m just dumb and didn’t switch to cycles)