Displacement in EEVEE [Blender Tutorial]

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  • เผยแพร่เมื่อ 20 มี.ค. 2022
  • A step-by-step guide on how to set up controllable displacement/height maps for EEVEE in Blender.
    "Blocky Coastal Cliff" material:
    www.textures.com/download/PBR...
    Curtis Holt's displacement video:
    • REALTIME Shader Displa...
    Ben/bbbn18's Gumroad download:
    bbbn19.gumroad.com/l/WDCRp
    Lightning Boy Shader video:
    • LBS 2.1 - Make Any NPR...
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ความคิดเห็น • 35

  • @NovanByworks
    @NovanByworks  ปีที่แล้ว +8

    UPDATE: The newest version of EEVEE, "EEVEE Next", will support shader displacement. It is planned to be introduced in Blender 4.1, which is currently scheduled for release on March 19, 2024.

  • @leebz
    @leebz ปีที่แล้ว +2

    Thanks for this, been scratching my head with seamless looping displacement transitions in Eevee - UV warp modifier was the final piece of the puzzle. Cheers

  • @jimmyrochette7536
    @jimmyrochette7536 หลายเดือนก่อน

    I am trying to make a moss texture and wanted the moss not to feel flat and i am using a pretty old computer so eevee seem the best option specially since i want to preview my material without the need to render it make adjusting the material also alot easier without having to denoise. So i just want to say thank you i will be try this soon. Hopefully i wont have to many material that need such treatment.

  • @annakhudorenko9596
    @annakhudorenko9596 ปีที่แล้ว +3

    This is extremely helpful, thank you so much for sharing!

  • @rodrigosoriano6464
    @rodrigosoriano6464 2 ปีที่แล้ว

    thanks a lot for the video!

  • @ManaBlend
    @ManaBlend ปีที่แล้ว

    Thank you so much!

  • @antonellaurs4927
    @antonellaurs4927 2 ปีที่แล้ว

    Well done explaining the procedure. Thank You for that. I also liked the really short How-To of the Cycles workflow for displacements at the start. Cheers!

  • @infintiyward
    @infintiyward 2 ปีที่แล้ว

    Cool, thanks:)

  • @Bonler450
    @Bonler450 2 ปีที่แล้ว

    This is a cool channel how do u don’t have more subs

  • @capalmer2495
    @capalmer2495 2 ปีที่แล้ว +1

    Really useful tips here even for a familiar topic.

  • @edysdream
    @edysdream ปีที่แล้ว

    thank you so much

  • @sonickles_
    @sonickles_ 8 หลายเดือนก่อน

    thank you

  • @MelvilleG
    @MelvilleG 11 หลายเดือนก่อน

    Thank you. IN other words - setting up the displacement in Eevee is time consuming enough for one to stick with Cycles in that regard.

    • @NovanByworks
      @NovanByworks  11 หลายเดือนก่อน

      Hopefully EEVEE Next comes out soon enough for that to no longer be an issue.

  • @mohamadbt4055
    @mohamadbt4055 ปีที่แล้ว

    nice

  • @TimothyTCB
    @TimothyTCB ปีที่แล้ว +1

    One issue I have is that I can't resize the texture in edit mode without it stretching the displacement, even with correct face attributes on. Is there a way to prevent this?

    • @NovanByworks
      @NovanByworks  ปีที่แล้ว

      I can't seem to find a good solution either. I would suggest changing the Texture Coordinates property in the displace modifier to whatever works best. Other than that, this is already a workaround process unless Eevee ever supports shader displacement.

  • @Infinitydev-lh2bo
    @Infinitydev-lh2bo 5 หลายเดือนก่อน

    This is an awesome tutorial! Very helpful! Although, I can get displacement to show up in the viewport for Eevee, I can't get it to show up in the final render. Would you have any advice as to why?

    • @NovanByworks
      @NovanByworks  5 หลายเดือนก่อน +1

      Only things I can think of are to check that the modifier has 'Render' visibility enabled and that the Subdivision modifier has render set higher than 0.

    • @Infinitydev-lh2bo
      @Infinitydev-lh2bo 5 หลายเดือนก่อน +1

      @@NovanByworks oh damn that would’ve been a good idea, I applied the modifiers because it was just a quick little afternoon project and that got working. But the next time I open blender I’ll see if that’s checked.
      Also, thank you so much, a million times for taking the time to answer the question, you’re awesome.

    • @NovanByworks
      @NovanByworks  5 หลายเดือนก่อน +1

      @@Infinitydev-lh2bo Happy to help! It's a good rule of thumb to keep modifiers when possible to maintain a non-destructive workflow. Plus setting ones like Subdivision and Displacement to render-only helps improve performance.

  • @stevehncegamarcha-lp4xq
    @stevehncegamarcha-lp4xq 11 หลายเดือนก่อน +1

    What if I fon't have a height map and am using my own texture?

    • @NovanByworks
      @NovanByworks  11 หลายเดือนก่อน +1

      Open your texture in an image editor (Paint.NET, Photoshop, etc.), set it to grayscale, and adjust the levels to get the right contrast. The idea is that you want the deeper parts to be darker and the higher parts to be lighter. So if you have a brick texture, you want the grout to be black/near-black and the bricks themselves to be gray to white. Try to avoid hitting "true-white" because then you'll blow out the image.
      You can watch my texture-blending tutorial for an example, timestamped here: th-cam.com/video/a2GxeMdvZkM/w-d-xo.html

  • @hugoantunesartwithblender
    @hugoantunesartwithblender ปีที่แล้ว

    Great! Theres a way to do it with geometry nodes ;)

  • @Maksim-ty8ki
    @Maksim-ty8ki 2 ปีที่แล้ว +1

    What if all the textures are from procedural nodes?

    • @NovanByworks
      @NovanByworks  2 ปีที่แล้ว +1

      If the same effect can be chosen as a brush texture, I would just use that instead. If your procedural texture is set up in a specific way for your model's UVs however, then run it through an emission shader to the material output, switch to Cycles, and bake to an image texture with the Bake Type set to "Emit". Then just save the result as an image file and import it as a brush texture.

  • @bUildYT
    @bUildYT 5 หลายเดือนก่อน +1

    i dont understand the need of the empty, just subdivide the plane, then disp mod with texture, done

    • @NovanByworks
      @NovanByworks  5 หลายเดือนก่อน +1

      The empty allows you to control the offset of the displacement texture, since it can't be done through the shader editor.

    • @bUildYT
      @bUildYT 5 หลายเดือนก่อน +1

      @@NovanByworks yea, as uve perfectly shown in the video (great video, well done!) Just imagine it a bit complicated and weard later having 50 objects, all with emty controllers and stuff... hopefully eevee next will make it more intuitive and easier...

    • @NovanByworks
      @NovanByworks  5 หลายเดือนก่อน +1

      @@bUildYT I agree, it is needlessly cumbersome. That's why I originally made the video since I could use it as reference for myself, lol. Last I heard, EEVEE Next will be introduced in 4.1, so it should be very soon. They are currently aiming for March 19 this year.

  • @owenrichards1418
    @owenrichards1418 ปีที่แล้ว +2

    I love Blender, but this convoluted method of applying this is crazy. You need an empty and two UV maps to get this to work? Really?

    • @NovanByworks
      @NovanByworks  ปีที่แล้ว +1

      Yeah, it's a little funky. Thankfully, it appears that EEVEE will support regular shader displacement in a coming version.

    • @akanviscontraints1295
      @akanviscontraints1295 2 หลายเดือนก่อน

      You don't need the empty or the 1st modifier (uv warp). It's literary just sub d (or manually subdivided your mesh). Add displace modifier, create texture and change coordination to uv map done. Mans just made it more complicated

  • @ranBULL
    @ranBULL ปีที่แล้ว

    This guy can't teach. There's so many parts where I was like "how tf did he do that?" I figured out how to add that base color texture pretty quickly but, bro, this is a tutorial. There are way more Blender beginners who'll be more confused than me.

    • @NovanByworks
      @NovanByworks  ปีที่แล้ว +1

      This would not be considered a "beginner's" tutorial. If you are struggling, it would probably be far more constructive if you just asked for help.