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Hi everyone! Let me know if you have any questions about the displace modifier in the comments below! :)
Ответить(Sorry for commenting on an older video) Is there a route to apply the displacement map and convert to geometry, that takes advantage of the adaptive subdivision so you get a leaner 'pre-decimated' model, rather than the method I'm currently using for creating 3D Print ready models: create high density meshes via subdivision or remesh modifier -> Displacement modifier -> Decimate? I'd desperate to find a solution that basically adds geometry only where needed to create clean mesh Displacement
ОтветитьReally helpful walkthrough thanks. Question, when I've tried to use my own height maps the texture comes out way too small. Is there a way to enlarge or "zoom in" on the texture used so the portion you see on the model is larger?
Ответитьplease don't start video like that
ОтветитьCool video
Ответитьhow use texture nodes if i want modify parametric texture?
ОтветитьOk so how can I make this with my computer avoiding the cpu to explode
ОтветитьNice video!
The problem I have is that I have a very complicated mesh. In a few regions there are enough subdivisions, in other areas there are not enough polygons. But adjusting the amount of polygons in each area for the amount I need without having too much or too few in one or the other area would take hours of picking polygons and subdividing them. Is there a faster way?
Displace - Are com'in like a ghost toon!
Every time I use this modifier I get The Specials singing that in my head, sometimes for days.... Aaauughhh!!!!
Thank you for this really helpful tutorial. I have been looking for how to make displacement map in Blender for couple days and I finally found what I wanted. I'm relieved lol.
ОтветитьWhen I try and do this it tiles the displacement texture a lot smaller than the actualy UV mapped iamge texture so the displacement doesn't line up, any ideas?
Ответить=D
ОтветитьThank you so much<3
Ответитьthank you so much bro
ОтветитьThank you CG E...
ОтветитьFantastic! Just what I was looking for. Thank you.
ОтветитьThanks for the video! I would like to displace a texture all around a complex shape that is just a thin hollowed out shell , however, I would like it to only displace the texture outwards. When I apply the displace modifier, it bumps the texture both inward and outward on the object, but I want the inside smooth. Is there an easy way to accomplish this? Thanks!
ОтветитьExcelent!!!
ОтветитьI got a goosebump everytime he said "use subdivision modifier" and "I'm gonna subdivide"
Ответитьis there a way I can create a TIF (Tag Image File) Format of my own?
ОтветитьExcellent tutorial. Very informative, to the point and at just the right pace. Thank you!
ОтветитьHey man! I love you're tutorial.. It was super awesome and detailed. I wanted to ask, can't you bake the displacements to save on processing? I'm still learning Blender so I could be wrong. Would love your help. Thanks!
ОтветитьI'm using Blender to create 3d print mold for concrete pots. I have created a cylinder with an inner wall, I select outer wall and apply noise but it applies to inner wall as well. I just need the texture on the outside of the container, how can I do this?
ОтветитьHave anyone ever told you that you look like Mark Zuckerberg?
ОтветитьVery useful. Thanks!
ОтветитьIs there a way to use the displace modifier with a shader? Otherwise it seems limited... and if you use the shader displacement the modified geometry only exists in the render... not useful for physics etc, is there a way to bake the displaced geometry from a shader into a real geometry? Thanks!
ОтветитьAwesome video! I was looking for this a year ago... lol
ОтветитьI could not get this to work. Tried following 3 times.
ОтветитьI am looking so forward to trying this out later!!!
ОтветитьКрасавчик, Спасибо большое. Удачи тебе в жизни.
ОтветитьI dont want to look at you
ОтветитьThank you for a very helpful tutorial
ОтветитьIt would be much more efficient if you use adaptive subdivision with Cycles (in experimental mode). Then you can fine tune dicing values to get results you need.
ОтветитьA much needed tutorial. Thanks for this. :)
ОтветитьMan, this tutorial is just what i need!
ОтветитьI love how you open intro in every video.. unique. ❤❤ like a witcher but nice
Ответитьthnaks a lot
ОтветитьInterested about mixing subd modifier and subdivde. They seem combined. Can I use just one? For instance can the subd modifier be used by turning up preview resolution or is it better to combine mesh subdivision together with a bit lower subd modifier value?
ОтветитьThanks for the great tutorial!!
ОтветитьHi, nice tutorial! When using the texture "wood" the menus, size, turbulence and Nabla are grey i don't change anything, do you know how to enable this menus? Thanks again.
ОтветитьThis is really great for adding textures to 3D printed parts. I’ve added hammered finishes to parts using image textures. The output STL was 1GB because of the subdivisions needed to get the detail, but the printed part was amazingly accurate to the original metal part.
ОтветитьGood job i like this modifier
ОтветитьYoiu're a good Man Justin...Thanks
ОтветитьAwesome tutorial as usual, Justin! I've got some sort of display issue.. so when I want to use the procedural textures in the displacement modifier I cant see the preview of it, does anyone know how to fix that?
ОтветитьHow to export after colour completed character in blender
ОтветитьGear video, as usual. Now it would be nice if you can follow up to your remark at the end, where you say this is “expensive” for the processor. A tutorial on how to build a displaced wall texture more efficiently would be very much appreciated.
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