Hi everyone! Let me know if you have any PBR material setup questions in the comments below!
@hugoantunesartwithblender4 жыл бұрын
Thank you so much. Btw can you do a roof tutorial in the future. Because there are really few tutorials about roofs. ;)
@A.RDELAVICTORIA3 жыл бұрын
what if we want to combine a pbr displacement texture with the toon shader...and the outline. not sure where to connect my displacement,...
@edisondean66353 жыл бұрын
Sorry to be off topic but does anyone know of a way to get back into an instagram account..? I was dumb lost the password. I love any tricks you can give me.
@hillfortherstudios27572 жыл бұрын
In Blender 3.0 there is no option for "adaptive". What is the alternative?
@TheCGEssentials2 жыл бұрын
@@hillfortherstudios2757 Sure there is - you just skipped the instructions at 4:08
@davids90278 ай бұрын
Thanks for a fantastically clear and easy to follow tutorial on displacement maps
@PowersVideo3D2 жыл бұрын
So clear and concise! Absolutely love your channel. Thanks for being such a tireless resource to the community!
@mrjun99693 жыл бұрын
Thank you so much, was struggling to understand and get this working and your explanation was the only one that did it for me :)
@TheCGEssentials3 жыл бұрын
Glad it helped!
@VaeltavaArtisti3 жыл бұрын
Very good tutorial, easy to follow and logical, keep these coming up!
@tomcollins69892 жыл бұрын
This is video I’ve been looking for. Well paced and informative. Thanks you.
@christossymeon92012 жыл бұрын
Hi, thanks for one more helpful video! One thing you are not covering in the video and which interests me particularly is the difference between adaptive and non-adaptive. I have been using subdivision modifier and displacement node (though without the adaptive subdivision), much like you show in the video. But scenes can get very heavy! the faces easily in the millions, for more complicated examples than what you show - of course when you lower the subdivision you loose detail... That got me searching about adaptive and was intrigued to read in the Blender manual that I can have "different subdivision levels to near and far objects automatically. This allows nearer objects to get more subdivisions and far objects to get less." I wish you would cover that too and explain the difference between the standard implementation and the experimental features.
@jcamo3 жыл бұрын
Very easy explanation. Thanks
@BS23Designs3 жыл бұрын
Took me a while to realize why the displacement didn't work. Turns out it's because it was set to "Material Preview", and not "Rendered". Thanks for the tutorial, now I can add displacement on my models!!
@TheCGEssentials3 жыл бұрын
Yup - that will do it :)
@alalifoodstuff54474 жыл бұрын
I loved that video. Thank you a lot
@suchaluch56153 жыл бұрын
Great video! Ideal starting point for complete beginners - thanks a lot!
@elkiwi683 жыл бұрын
Thanks, that helped me a lot.
@mango_wm2 жыл бұрын
Very good. Thank you a lot!
@TheCGEssentials2 жыл бұрын
:)
@gustavomelo77514 жыл бұрын
This really saved my project thank you very much!!
@TheCGEssentials4 жыл бұрын
Glad it helped!
@mw57094 жыл бұрын
Great tutorial as always. Thanks a lot.
@AlisonReidMe3 жыл бұрын
Hi, and thanks for this video. I love this. My only issue is I noticed you don't "apply" the Subdivision Modifier. I need to apply so I can export the mesh model, but if I click Apply, the effect of adaptive subdivision will disappear, and you're left with a flat texture. Do I need to use a different method other than Adaptive Subdivision?
@jasonnehceis32672 жыл бұрын
I had always thought adaptive subdivision was based on camera distance to the section of the mesh to be getting the detail levels necessary to show in the render. I know Ive seen this, but how is this set up? In the case of your tutorial, is the adaptation based on the image file resolution? This is the part I need to know. THANX!
@gavinryan20124 жыл бұрын
Ive been trying to work with this stuff a bit lately.. Really wanted to know if theres a way to apply the deformation so it becomes permanent geometry like if it was the displace modifier?
@TheCGEssentials4 жыл бұрын
For what purpose? That would add a ton of super heavy hard to edit geometry...
@gavinryan20124 жыл бұрын
@@TheCGEssentials might want to bake a normal map from it and then retopologise the high res... be able to export the model or whatever
@bigprojects25603 жыл бұрын
@@TheCGEssentials I actually need something like this for 3d printing.. the displacement modifier never works as intended for me but nodes do, shame there isnt a way to simply export the changes made in the node tree. That's the one big limitation of blender and it is really annoying. Funny how people say you can do anything with it
@TheCGEssentials3 жыл бұрын
@@bigprojects2560 Well changes made to the material nodes are going to affect the way a model looks, but they're not affecting the actual topology of the model, which is what would be 3D printed. I don't think this is a Blender limitation, but rather a feature of the way most 3D software works. If you want displacement to actually affect your geometry in the 3D space, you'd use the displacement modifier.
@gavinryan20124 жыл бұрын
Just further to my previous query.... and I would love to know how the new Multires modifier capabilities might work with adaptive subdivision...
@DonaldDrennan3 жыл бұрын
Thanks for the tutorial. This is great for rendering, but what if I want to export the model for 3D printing? Can I use the adaptive subdivision with a displacement modifier? I don't see an option for that.
@Sevenwieauchimmer3 жыл бұрын
Yes, it would be nice to know if there is a way to get the modifications in a mesh in some way.
@dragonskunkstudio75824 жыл бұрын
Adaptive is amazing. Way better than start by taking a plane, subdivide it till the squares are very tiny.
@TheCGEssentials4 жыл бұрын
True - plus it seems to be easier on your hardware
@funwithblender4854 жыл бұрын
Wow..awesome tutorial.
@TheCGEssentials4 жыл бұрын
Glad you liked it!
@iainprendergast83113 жыл бұрын
Brilliant
@hugopuzzuoli79754 жыл бұрын
Thanks a lot it's really helpfull as usual ! Not the same subject but do you know or could you show how to create instances inside collections in the same intuitive way "sketchup" works with components inside groups ? it was so powerfull, easy and handy for architexture design...I wish we could do the same in Blender but it seems way more complexe ! If you can make a video about that would be perfect !
@relaxpinknoise3 жыл бұрын
how come i don't see the displacement tab on material properties??
@Polygon_LIVE_by_Wanchoke4 жыл бұрын
Thank you very much for your guide.
@TheCGEssentials4 жыл бұрын
Thanks for watching!
@김영민-q8r3 жыл бұрын
hey ES! i made displacement map by megascan texture by follwing your tip. even though it is completly same node setting, but not working without "node wrangler(ctrl shift t)". do you know what happen?? thanks!
@TheCGEssentials3 жыл бұрын
I don't understand the question. Do you have node wrangler enabled?
@savagedesign13574 жыл бұрын
Thanks a lot for the tutorial. I have one little issue : I got Node Wrangler installed but when I press CTRL-SHIFT-T and select all the different maps files and click on Principle Texture Setup to import them, then nothing happens. Any clue why that could be ? Many thanks !!
@davidz12054 жыл бұрын
Yeah same thing happened, it just depends on the material...hit or miss for the CRTL+SHFT+T. Use his other video named Using NORMAL MAPS and DISPLACEMENT MAPS.
@kendarr3 жыл бұрын
It depends on the textures names, sometimes it will not work
@FaHiM582 жыл бұрын
You have to select the BSDF node before hitting ctrl+shift+T...Though it's been 2 years since you've asked the question, but it can help others I hope
@emmagevorgyan1154 жыл бұрын
Thank you so much.. You are awesome 👏
@TheCGEssentials4 жыл бұрын
Happy to help!
@darkdoom9073 жыл бұрын
Can you export the model as an fbx and import in unity as a 3d model
@TheCGEssentials3 жыл бұрын
Unity should support native Blender import I believe, though I don't know if the displacement would show up or not
@sarahashemi65213 жыл бұрын
Thank you so much for your toturials. They are greate 🤗🤗💖💖 .Could you please share a toturial about using displacement in evee engine? Thank you 🤗
@TheCGEssentials3 жыл бұрын
Well it doesn't really work in Eevee - you'd have to bake it then use a displacement modifier or something like that
@sarahashemi65213 жыл бұрын
@@TheCGEssentials 🤗🤗🤗👌👌👌
@ОлександрВасильєв-б5д4 жыл бұрын
Remember guys, first switch to rendered mode only there it will show up
@revittidbits36912 жыл бұрын
bravo!
@StueyBurnett3 жыл бұрын
Thank you :)
@TheCGEssentials3 жыл бұрын
:)
@Death-Flower4 жыл бұрын
thank you!
@csatanusir51414 жыл бұрын
sir how can we change leaf shape in green saplin add on??
@TheCGEssentials4 жыл бұрын
Which add-on? I'm not familiar with this one
@csatanusir51414 жыл бұрын
Tree add-on. You have already made video on it. I want to know how to change leaf shape.
@TheCGEssentials4 жыл бұрын
@@csatanusir5141 Oh - Sapling Tree generator? I showed you how to do that 5 minutes into the video...
@SrdjanPavlovic110804 жыл бұрын
Thank you for very informative videos, Justin. One question: Is there any real difference between using displacement modifier and displacement node? Since I see that you prefer more displacement node. thank you in advance
@kendarr3 жыл бұрын
6 months comments but here we go, there are advantages to using the node, first off, better viewport performance as it only shows in render view, second you have more control over the texture on the node editor, and the biggest one by far is performance if you set it up correctly you can have a big landscape where you have a lot of fine detail at close, and no sub at far, so you don't lose any horse power of your machine, it subdivided based on your camera distance
@SrdjanPavlovic110803 жыл бұрын
@@kendarr Thank you on very informative answer.
@kendarr3 жыл бұрын
@@SrdjanPavlovic11080 sure man :D
@aLoudSi1ence4 жыл бұрын
Ctrl + Shift + T is what you said? Not working here. Hate when it fails on the first step :(
@agmsoft4 жыл бұрын
for using this feature you need to enable "node wrangler" addon, settings->add-ons.
@passerbylau4979 Жыл бұрын
@@agmsoft thank you so much 😊
@paulatreides67114 жыл бұрын
i wish blender would have a displacement system like octane where you're not obliged to subdivide the mesh .
@TheCGEssentials4 жыл бұрын
Interesting - I wonder if it isn't basically doing what we're showing here - adaptive subdivision, but doing it by default without a modifier?
@paulatreides67114 жыл бұрын
@@TheCGEssentials no ,here you still have to subdivide the plane .;in octane just a a single unwrapped poly and it works ,you can displace an 8k displacement on a single plane without any subdivisions ,i can't remember how actually it works technically but it's pretty cool kzbin.info/www/bejne/e3TOlKdplNeXjrs
@reboa.i5634 жыл бұрын
Yup. I use octane specifically for this reason. It's really useful for making sci-fi scenes and environments without your pc slowing down like hell :) And the best part is that there's a free version for blender!
@TheCGEssentials4 жыл бұрын
@@reboa.i563 Didn't know that - I'll have to check it out :)
@JonahHache2 жыл бұрын
you rule! I
@TheCGEssentials2 жыл бұрын
Thanks!
@SeanyKrabs3 жыл бұрын
For some reason, this has never worked for me. I've watched multiple videos, followed each step, nothing.
@TheCGEssentials3 жыл бұрын
You’re missing a step in there somewhere - hard to tell what it is with this level of information. Probably not setting your render engine to Cycles
@kendarr3 жыл бұрын
You need to be in cycles, needs to be in experimental, you need to add a displace node (not bump) and plug the image to height not normal, make sure you're close enough to see what you're doing
@mipe77554 жыл бұрын
This really takes lots of steps and is somewhat limiting. I find Vray method of adding displacement much easier. No need to add subdivisions and set an entire node tree. I hope one day Blender will have an easier way to set up displacement.
@TheCGEssentials4 жыл бұрын
Well Blender materials are really built to work around the node tree, so I don't see that going anyway. I'm sure at some point adaptive subdivision will be automatic, but overall I don't find this that limited at all. If anything, the nodes give you more control over your final results I think