Blender Tutorial: Micropolygon Displacement Basics Part 1/2

Gleb Alexandrov · 258K views · 2017 · 34:06

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Computer graphics & renderingAnimation & visual effectstutorialdated

Why Blender Stack Exchange recommends it

Blender Stack Exchange users link it when answering questions about building detailed landscapes, cracked ground and displacement-based terrain with Cycles micropolygon displacement.

Recommended by 2 people across 2 different months, 2017 to 2017.

What it is

A 34-minute Blender tutorial by Gleb Alexandrov (Creative Shrimp) on micropolygon displacement, also called adaptive subdivision, in Cycles. It shows how to build landscapes, planets and sci-fi patterns from procedural and image textures, and comes from the Space VFX course update.

What people said

Recommends Spooikypok_Dev · 2017-02 · Blender Stack Exchange · on “How can I do a detailed landscape?”

The secret is thinking about landscapes as layers of displacement, so you can create landscapes out of procedural textures. See thenoise texture? Now imagine it as a heightmap, with the vertices displaced according to its data. T'is the whole principle. To learn more about it, just watch this video by gleb alexandrov: [this video] . There's a part about terrain generation at the end.

Recommends Asaph Coimbra Fagundes · 2017-09 · Blender Stack Exchange · on “How to make dried desert/cracked ground”

You have the fractal system too, but is to expensive for the memory, cause this method manipulated the mesh... But if you're using the displacement modifier, you are manipulating the mesh too. My recomendation is: use microdisplacement with Voronoi texture, to make procedural "crackles", and image texture to make "PBR" crackles. This tutorial is so good, there Alex explain how to do microdisplacement with image texture and how to economize memory. [this video] I hope

Cites Einar · 2017-06 · Blender Stack Exchange · on “Is there any way to apply adaptive subdivision displacement to mesh?”

Following Gleb Alexandrov's tutorial [this video] I made a cool displacement mountain material with adaptive subdivison and a few noise textures in the displacement output. For another project i need this same mountain model, but as real geometry rather than render-based since I want it 3d-printed. Any way to apply the adaptive subsurf modifier or convert the material nodes into an image-displacement texture?