Maya 2022 - Layered Shaders and Displacements, Tiling Textures, and Terrain Blending Tutorial — Transcript
Full transcript
- 0:00hello professor matthew rotella here and
- 0:02in this tutorial i'm going to be going
- 0:04over tiling textures uh for building
- 0:07terrain but also and within the context
- 0:10of
- 0:12building a layered shader and
- 0:14using different amounts of tiling with
- 0:16with different shaders so
- 0:19what i got going on here
- 0:20is i got three different material
- 0:23swatches that i can use to basically
- 0:25build up layers on my terrain i
- 0:29each is a tiling texture these are just
- 0:30three textures i
- 0:32grabbed off of poly haven uh
- 0:35so they're they're out there
- 0:37and uh i got this this bedrock this like
- 0:40cracked rock texture i'm gonna use as my
- 0:42base i have this mud i'm gonna have go
- 0:45over top of it and then i got this uh
- 0:48this like grass leaves and sticks that
- 0:51is just gonna get scattered uh kind of
- 0:54around over top of everything
- 0:57so uh
- 0:59and at the moment i i have all the
- 1:02shaders built uh they're rendering like
- 1:04this it's a complete set of maps that i
- 1:06download from the website you know
- 1:07complete with the displacement so we got
- 1:09the displacements hooked up
- 1:11and
- 1:12yeah
- 1:14so
- 1:16first of all i guess like before we dive
- 1:18into
- 1:19uh layer textures let's just go over
- 1:22tiling
- 1:23i'd i'd say most people that use the
- 1:26program here i'll do it with this one
- 1:28first because
- 1:30um
- 1:31most people who use the program
- 1:33are well aware
- 1:35that you can get your your uvs and you
- 1:38can
- 1:38just scale them and it will
- 1:41make the the texture tile
- 1:44and
- 1:45while this is true this is not really
- 1:48the best way to work
- 1:49ideally instead of tiling textures
- 1:52by scaling your uvs which you know it
- 1:55that limits a lot of your model's
- 1:57utility uh you know
- 2:00no matter what it is you know
- 2:02you're likely working with something
- 2:03that isn't just
- 2:05you know a square
- 2:06uh but yeah no matter what it is uh
- 2:10tiling textures by scaling your uvs you
- 2:12lose a lot of utility by like exiting
- 2:14the zero to one uv space and uh
- 2:17and working this way so let's let's get
- 2:19this back to
- 2:21back the way it was and then also
- 2:23i mean
- 2:25you can see that when you tile something
- 2:27you can start to see and recognize the
- 2:29pattern pretty easily
- 2:31once it tiles to a certain degree so
- 2:34that can kind of limit how you use a
- 2:37texture even if it is tiling and if
- 2:39you're talking about something that's a
- 2:40large piece of terrain
- 2:42uh without tiling it getting the
- 2:45resolution you need to not just be
- 2:47looking at pixel soup
- 2:49can be difficult but then that's where
- 2:51building a layered shader where you can
- 2:53have different rates of tiling broken up
- 2:56by some sort of random element
- 2:59it can
- 3:00really
- 3:03allow you to build a shader that tiles
- 3:06that you can get the resolution out of
- 3:08rather easily
- 3:10uh all right but yeah how do we how do
- 3:12we go about doing this
- 3:13so
- 3:15um like i said these shaders are already
- 3:17built in my case and of course we're
- 3:19going to be throwing them onto this
- 3:21ground plane
- 3:23renders might be a little noisier than
- 3:24usual i have my settings turned down so
- 3:26that i can render
- 3:28quickly for the tutorial
- 3:31but anyway
- 3:33you're probably asking well if i don't
- 3:34scale my uvs and how am i meant to tile
- 3:37things
- 3:38well
- 3:40if you've been building shaders in maya
- 3:44whether you're new or old with the
- 3:47program i'm sure you've noticed that you
- 3:49have nodes that pop up in your graph
- 3:52editor i'll usually call it the node
- 3:54editor even though i think it's
- 3:56more
- 3:57within the context of the hypershade
- 3:59it's called the graph editor but that's
- 4:00confusing since it can be confused with
- 4:02other editors so i'll call it the node
- 4:04editor although there's also whatever
- 4:07i'm getting
- 4:08um
- 4:09here within the hypershades node editor
- 4:14we
- 4:14[Music]
- 4:16whenever you place a file or basically
- 4:19any 2d texture you get this place 2d
- 4:22texture node
- 4:23that pops up on
- 4:25on the file and you'll see that you have
- 4:29repeat uvs
- 4:31built into here
- 4:32so for example you know if i want to
- 4:34have
- 4:36my rock bed
- 4:37tile
- 4:38two times
- 4:40then
- 4:41i can
- 4:44repeat
- 4:46and
- 4:47which i in this case i'm even i'm going
- 4:49to be stretching my texture now but
- 4:52i can have it repeat one way and then
- 4:55you know come back in
- 4:57repeat the other
- 4:58and now i have it tiling and you know i
- 5:01can push this
- 5:03as far as i want to get as many on here
- 5:06as i need
- 5:08so yeah that's all well and good
- 5:11but
- 5:12now how do we build
- 5:14our layered shader almost every
- 5:17rendering engine worth its salt has some
- 5:19sort of layered shader i'm going to be
- 5:21working in redshift in this tutorial
- 5:24but arnold works basically the exact
- 5:27same way
- 5:29so
- 5:30i have redship materials and then
- 5:33there's this
- 5:37redshift material blender right
- 5:39underneath it
- 5:40which you'll see for each part of the
- 5:42blender
- 5:43it has
- 5:45a
- 5:46material that you can plug in
- 5:48and
- 5:49then
- 5:50a blend color that
- 5:54will be on the layer above it that
- 5:56determines how much of that layers shows
- 5:59through
- 6:00so
- 6:01just as a quick test
- 6:03to show you
- 6:05how this works before we start using our
- 6:07terrain
- 6:11what we can do
- 6:15is
- 6:16let's just let's put a couple simple
- 6:18colors on here
- 6:19so and if you're working in something
- 6:22like arnold like i said arnold has the
- 6:24same thing
- 6:26there's the
- 6:29uh
- 6:30the ai mix shader which only has two
- 6:33layers but it has more utilities to work
- 6:36with in terms of blending them then
- 6:38there's the layer shader which i think
- 6:39has eight
- 6:41that you can blend between
- 6:43now redshift has another blender that's
- 6:46that we'll get into later
- 6:48that's specifically for displacements
- 6:51it's the
- 6:53rs displacement blender
- 6:57but
- 6:58arnold doesn't explicitly have that a
- 7:00lot of times when blending displacements
- 7:02in
- 7:03arnold
- 7:04if i do that i'll actually
- 7:06use a maya has a layered texture
- 7:10utility and i'll even use that to build
- 7:12layer displacements
- 7:14regardless um
- 7:16yeah
- 7:17let's let's build a material here so
- 7:19let's just drop in i'm gonna delete
- 7:21these in a second
- 7:23so i'm not gonna bother naming them or
- 7:25anything let's just make one blue
- 7:28and we'll make another one
- 7:32like
- 7:33orange
- 7:34okay
- 7:35and we'll plug
- 7:37blue into the base
- 7:40and we'll plug
- 7:45orange into our layer one
- 7:48that's my material blender too
- 7:52i'll
- 7:53grab
- 7:54that
- 7:56and i'll apply this to it now blue is
- 7:58our base
- 8:00and you know if i
- 8:02start rendering
- 8:05you can see that i'm getting
- 8:07a mighty fine
- 8:09aggressive blue there so how's this
- 8:12working
- 8:13well my orange isn't showing up
- 8:15because well
- 8:17i don't have my blend color
- 8:19coming up on top of it and you can see
- 8:21how it adaptively changes there so now
- 8:23if i render it's going to be all orange
- 8:26because white will allow whatever layer
- 8:29is on top of it to show through
- 8:32and of course
- 8:34we can
- 8:36apply
- 8:39whatever we
- 8:41want
- 8:42to
- 8:43uh
- 8:44to this blend color we can plug in any
- 8:46sort of map
- 8:47so like for example i could even just
- 8:50get
- 8:51a
- 8:52ramp
- 8:53and i don't even just leave it as this
- 8:56and then even with the the ramp
- 8:58i could just repeat it in v
- 9:01and like
- 9:03five times
- 9:05and then that'll more or less give me
- 9:07stripes
- 9:08and
- 9:09i can
- 9:12go ahead
- 9:13and
- 9:17render and this will probably give us a
- 9:19pretty wild looking
- 9:21thing
- 9:22so
- 9:25yeah the nifty stuff where the where the
- 9:27ramp is white and that's where my orange
- 9:30shows through where the ramp is it's
- 9:32darkest that's where the blue shows
- 9:33through pretty straightforward so
- 9:36let's start using this to build our
- 9:39terrain
- 9:41so
- 9:44yeah
- 9:46let's go ahead
- 9:49and just
- 9:55uh
- 9:57yeah
- 9:58let's just get rid of all this
- 10:01okay
- 10:02and let's start building things out like
- 10:05i said uh
- 10:06i want to have my rock bed
- 10:09as my base
- 10:11so i'll plug that into my base color
- 10:16and then i want the mud on top of that
- 10:20so that's going to be my layer one
- 10:24and
- 10:25then i want
- 10:28my grass
- 10:29on top of that
- 10:31so that's going to be
- 10:34my layer 2.
- 10:36all right
- 10:38so let's let's start adding things on
- 10:40one at a time well first of all we'll
- 10:43decide how much
- 10:45we want our
- 10:46rock to appear
- 10:47which our other layers are all
- 10:50totally
- 10:52done
- 10:52like they're totally flat
- 10:55or totally black so they're not going to
- 10:57show through at all
- 10:58all that's going to show through is the
- 11:00rock let's get
- 11:02let's get an angle at this so we can see
- 11:06how much it's coming through
- 11:10yeah so the whole thing is just our one
- 11:12rock tile and
- 11:14honestly this doesn't look too bad
- 11:18as just itself
- 11:21some of these details might look a
- 11:23little too
- 11:24large for what we're dealing with here
- 11:27but yeah overall
- 11:29not bad at all
- 11:32but still if you were to get close to
- 11:34this
- 11:35you would start to lose your resolution
- 11:37more and more so let's let's tile this a
- 11:40few times
- 11:42now where this is going to get
- 11:45a little tedious well we'll just do the
- 11:48color to start
- 11:49uh
- 11:51perfect that's my grass
- 11:53let's
- 11:54lay this out did that reorder things for
- 11:57me the way i want no okay
- 11:59whatever
- 12:00uh
- 12:04but
- 12:06we'll repeat the uv
- 12:08a couple times let's see
- 12:11if that gives us something
- 12:17no maybe let's go two more times so
- 12:19we'll have four total tiles on here
- 12:27yeah
- 12:28okay let's let's have
- 12:30four to four total tiles
- 12:32of uh of our rock here
- 12:38and
- 12:39i feel like that's kind of having it
- 12:41show up at a rate that works pretty well
- 12:44and we could push this even further
- 12:46because we still can't
- 12:48quite see
- 12:50that it's tiling yet i mean if you look
- 12:52really close you might be able to notice
- 12:54but
- 12:55overall uh not too bad
- 12:58and i can see that my uh
- 13:00my normals are showing through a little
- 13:02stronger which actually
- 13:04i should probably up my normals in
- 13:07general
- 13:08um
- 13:13because
- 13:15by default they're
- 13:17rather subtle with redshift and this
- 13:19might be pushing them
- 13:22too far
- 13:23but
- 13:31let's see what we get
- 13:35so yeah i
- 13:36might end up over compensating a little
- 13:38bit but
- 13:43ultimately
- 13:46looking good all right
- 13:48so
- 13:51uh
- 13:54yeah let's keep chugging along here so
- 13:56let's let's start building out our
- 13:57layers so we want to have our mud going
- 14:01over top which also our normals right
- 14:03now
- 14:04that you might have noticed that they
- 14:05don't match our tile
- 14:07that's because i would need to go
- 14:09through
- 14:10and just change all of these two to four
- 14:13usually i don't
- 14:14go and change every map until i'm
- 14:16satisfied where with where my colors are
- 14:21so
- 14:22but i mean it doesn't take long to go
- 14:25through and change them all
- 14:33and
- 14:36oh goodness drop my displacement all the
- 14:38way down here
- 14:45anyway
- 14:47whatever we'll we'll get there with the
- 14:49with the whole displacement business but
- 14:51yeah now
- 14:52that i've done that
- 14:54all of my
- 14:55tiling will match up
- 15:08and see the working through the place 2d
- 15:10texture node it can be really essential
- 15:14because
- 15:15well if you don't then like all of your
- 15:17things have to tile a base amount by
- 15:20default and you might not want all of
- 15:21your textures to tile period
- 15:26it's like besides you know like i said
- 15:27other
- 15:28uh sorts of of things that kind of
- 15:32uh like other sorts of utilities that
- 15:33you lose uh by not having your uvs
- 15:37conform to
- 15:38you know better guidelines
- 15:43in any case yeah let's start layering
- 15:45our mud over top which uh
- 15:48there's all sorts of noise that are
- 15:50available within maya
- 15:52uh
- 15:55so like i could use like fractal i could
- 15:58use just this noise which has all sorts
- 16:01of noise in it
- 16:03but for this
- 16:04i usually like to use
- 16:06simplex noise and the reason for that is
- 16:10like i can adjust the scale
- 16:13and
- 16:15different
- 16:16ratios
- 16:18and
- 16:20get like islands like these black
- 16:23islands
- 16:24uh really easily
- 16:26and
- 16:29by being able to get
- 16:32islands you can more easily
- 16:35tweak
- 16:37where things are gonna show up and and
- 16:39you can get
- 16:40uh
- 16:41like this higher contrast
- 16:43really easily
- 16:45with the simplex noise so basically
- 16:49what i want to do
- 16:50is i just kind of want to figure out
- 16:52like how contrasty i want this to get
- 16:55and
- 16:57i really
- 16:58just want to figure out like where all
- 17:00uh do
- 17:02like how frequently do i want my my mud
- 17:04to pop up
- 17:06and
- 17:07yeah like i could say like look at this
- 17:09and say like hey i
- 17:12don't
- 17:13like how
- 17:15my my mud is looking like i want to get
- 17:17more resolution out of that texture well
- 17:19this is a tiling texture so that means
- 17:22that i can just go in here and you know
- 17:24if i want the frequency in my mud to be
- 17:28double
- 17:28that of
- 17:31my
- 17:33to be double that of my rock then you
- 17:35know i can just set
- 17:37my place 2d texture to tile
- 17:41eight times
- 17:42and now i got eight times
- 17:44the resolution
- 17:47out of that texture
- 17:50which was already 4k to start
- 17:52and
- 17:54it is you know a tiling texture and at
- 17:57eight times you would definitely notice
- 17:58the pattern by now but
- 18:01since i mean before when i was showing
- 18:03you the the swatch
- 18:04like you could really easily see a
- 18:06pattern after just like four or five
- 18:08times if it's small enough especially
- 18:11but
- 18:12yeah here i am
- 18:13tiling it
- 18:14eight times
- 18:16and
- 18:18yeah then there it is um
- 18:21coming through getting all that
- 18:23that resolution out of it and then you
- 18:25know if i want to
- 18:26change how this appears
- 18:30well
- 18:31then i always just i'm able to go in
- 18:34here
- 18:34and edit my my simplex noise
- 18:38where
- 18:40you know if i wanted to show through
- 18:41more evenly i can introduce more gray
- 18:43values
- 18:47and
- 18:48if i want my islands
- 18:53like i can make these
- 18:55these really stark islands but then
- 18:57up my frequency and now this is like
- 19:00effectively
- 19:02tiling
- 19:04as well you can kind of build like
- 19:07tiles on top of tiles
- 19:11stuff like that
- 19:13and if i just want
- 19:14so like i can have several
- 19:17smaller islands
- 19:18or
- 19:20you know i could just have it
- 19:23like adjust things where it like even
- 19:24just shows up
- 19:26like a little bit
- 19:28here and there
- 19:31change my distortion
- 19:46don't mess around with my scale
- 19:50i had to decide like where all i wanted
- 19:52to show up like maybe i want like a
- 19:53bunch of mud in some place but like i
- 19:55want
- 19:57hardly any and another
- 20:03so like here like i said
- 20:06getting that
- 20:07that sort of mud
- 20:09meets rock
- 20:15effect
- 20:17and
- 20:24but yeah but let's get let's get a few
- 20:26more patches
- 20:28in there
- 20:30so
- 20:47so there we go yeah i got my
- 20:50and since the noise is you know a
- 20:53randomized pattern it adds that like
- 20:57the
- 20:59when
- 21:00i mean it adds that layer of yeah like
- 21:03sort of making like a natural formation
- 21:05uh where your texture can appear you
- 21:08know kind of work for you
- 21:10because before
- 21:12uh
- 21:14the like if you just straight tile a
- 21:16texture
- 21:18like the the issue is that you
- 21:19immediately lose your randomness and you
- 21:23get a very recognizable pattern and then
- 21:25this
- 21:26gives you that advantage of tiling a
- 21:28texture
- 21:28while making it so that you just totally
- 21:32uh reintroduce
- 21:34all of that randomness and like also in
- 21:36this case we're still
- 21:38like building up a texture
- 21:40and
- 21:41and we get these like you know all these
- 21:43fun dials where we can kind of
- 21:44dynamically tweak things
- 21:46to suit whatever kind of terrain we're
- 21:48texturing because of course we're not
- 21:50going to just be texturing a plane
- 21:53um but anyway let's get
- 21:55let's start blending in our grass and
- 22:00for some sometimes with the grass i'll
- 22:02you just use regular noise because it's
- 22:03easier to get
- 22:04like a better spread so to speak but
- 22:07i'll use simplex again
- 22:09and we'll even just see
- 22:11well i guess before
- 22:14actually before i even do that let's
- 22:16just
- 22:17see what our grass looks like
- 22:19so how much do we need to tile it for
- 22:21our grass to look believable so our
- 22:23grass is now full white on its blend so
- 22:26that means we get we get nothing but it
- 22:28and we can see that these sticks are
- 22:31very much not a believable scale so that
- 22:34means yeah we're going to need to go
- 22:36ahead and tile this
- 22:39i mean i can try and have them pass for
- 22:41logs but also again you want to get more
- 22:43resolution out of it
- 22:45so let's go
- 22:47up here to my grass
- 22:50and
- 22:52let's hit
- 22:53let's go straight to six
- 22:56and we'll walk it back from there if we
- 22:58need to
- 23:01render
- 23:05and
- 23:09for the apparent scale
- 23:12of our twigs
- 23:14this is probably
- 23:17believable
- 23:21i could maybe
- 23:22push it a little further though let's go
- 23:24let's go two more actually
- 23:26we'll go
- 23:27eight
- 23:38yeah
- 23:40and at eight you know we we get a very
- 23:42apparent pattern but yeah this is
- 23:43probably more of the scale of our
- 23:45details that like compared to our
- 23:47character that they should be and
- 23:50yeah and we're getting that much more
- 23:53resolution out of this but yeah now
- 23:54let's let's bring in our noise
- 23:57to our material blender
- 23:58and let's see what's going on
- 24:00material blender and we'll go
- 24:05uh
- 24:07like i said any noise will will do but
- 24:09i'll go with simplex i really tend to
- 24:12like it a lot for this kind of work
- 24:14and
- 24:15let's just let's just hit render at the
- 24:17default and see what we're getting
- 24:21and
- 24:30you know what overall that's that's not
- 24:33bad like kind of
- 24:35immediately
- 24:36not not too bad
- 24:41you know we still get our bare rock
- 24:43coming through in places
- 24:47you still get some bare mud coming
- 24:49through in places but yeah it's still
- 24:51blending in
- 24:52over top
- 24:54but
- 24:56even
- 25:04maybe go
- 25:07a little more
- 25:11prevalent here
- 25:23and i don't know
- 25:25i could
- 25:27go about
- 25:29tweaking this a lot maybe
- 25:31maybe i won't even scatter this as much
- 25:35as i am
- 25:36maybe i'll walk this back
- 25:38let's let's see how it looks if we
- 25:44yeah kind of do it more
- 25:51like i did
- 25:54when i got just like a big
- 25:59some some bigger
- 26:01darker splotches
- 26:16um
- 26:31just
- 26:32tweaking
- 26:41there we go
- 26:42tweak that ratio
- 26:50now this will give us like a splotch
- 26:53up in the corner more so or in this
- 26:56corner
- 26:59but yeah that's not
- 27:04it's not bad here we can start to see
- 27:07our tile more so
- 27:15and of course
- 27:16like i'm just working with three things
- 27:17here you can keep building and building
- 27:21but you know and i think it was better
- 27:22when it was
- 27:26more
- 27:27all over
- 27:35and
- 27:38you know
- 27:39these are just three textures that i
- 27:40thought would work i didn't like pick
- 27:42things that would be perfect but you
- 27:44know this this is giving us a decent
- 27:46look i kind of like how the
- 27:48how this splotch lands right in the
- 27:50middle of this splotch of black and
- 27:54yeah and then this is a break up enough
- 27:57that we're not seeing our textures come
- 27:59through
- 28:00yeah this will work this will work well
- 28:04okay
- 28:06so that's all well and good but yeah now
- 28:08let's let's plug in
- 28:10uh let's have the rest of our maps uh
- 28:13match
- 28:14the
- 28:17let's have the rest of our maps match
- 28:20the same amount of tiling yeah so this
- 28:22is eight
- 28:24so go through
- 28:26eight
- 28:28and eight
- 28:31and
- 28:34i got the displacement shader up here
- 28:36this is eight
- 28:38make sure that my displacements are
- 28:40tiling correct also
- 28:43and this is no problem
- 28:52and
- 28:54simplex noise don't need to mess with
- 28:56this is 4. i already went through
- 29:01and changed all of those although
- 29:04i'm going to need to make sure oh i
- 29:06changed my displacement already also and
- 29:08then the mud
- 29:10is also going eight okay
- 29:13so sure
- 29:15but
- 29:16yeah i could have gone lower frequency
- 29:18with any of these
- 29:20for sure
- 29:21i just kind of let the scale of my
- 29:23visuals guide me and it kind of
- 29:26just landed me here
- 29:30and
- 29:34then my mud's displacement is down here
- 29:37at eight
- 29:39also
- 29:42four for the rock and then
- 29:46displacement
- 29:48okay
- 29:49so now let's see how it looks now that
- 29:51all of our maps
- 29:54are lining up like they should be
- 29:59because this should help a little also
- 30:04yeah because it really helps you get
- 30:06these just like these nice blends
- 30:08between your surfaces too
- 30:22all right
- 30:25and
- 30:29let's do this okay so let's get the the
- 30:31redshift displacement blender which like
- 30:33i said doing the the displacement
- 30:35blending in arnold if you're doing that
- 30:38uh
- 30:40is
- 30:42usually
- 30:43what
- 30:44i would do
- 30:45with uh
- 30:47just the the maya layered texture node
- 30:50okay
- 30:51but anyway we got our
- 30:54base input which should again be our
- 30:57rock
- 30:59so i'm going to navigate
- 31:01down to where a rock bed
- 31:03displacement is
- 31:05and
- 31:07that's going to be our
- 31:09base input
- 31:12and
- 31:17then
- 31:22our
- 31:24next input is going to be our mud which
- 31:26is down here
- 31:28and
- 31:31it's going to be displace input
- 31:34zero
- 31:37and
- 31:38then
- 31:39our next one
- 31:40is going to be our sticks
- 31:45which is
- 31:51up
- 31:52here which there are easier ways to kind
- 31:54of like
- 31:56connect things but i'm just trying to be
- 31:59as visual as possible for here although
- 32:02you'll notice that you only have three
- 32:04layers of displacement to blend between
- 32:06where the the layer shader
- 32:10the material blender goes all the way up
- 32:11to six layers so
- 32:16so there's that
- 32:17and
- 32:20okay now we would want our weights to
- 32:23happen
- 32:24in very much a similar fashion
- 32:27so
- 32:29this simplex noise 2
- 32:32this out color would be or
- 32:35use the alpha
- 32:37would be our displacement weight
- 32:400
- 32:41and then
- 32:42this one
- 32:44would be our displacement weight one
- 32:47and then this is going into the the out
- 32:49of our displacement blender it's going
- 32:51into the displacement
- 32:53of our material blender and now we've
- 32:55built out
- 32:56one hell of a network with blended
- 32:59displacements
- 33:01and
- 33:03blended materials all combined with
- 33:05layered
- 33:08fractals and oops let's go into redshift
- 33:14capital clark only
- 33:16displacement enable
- 33:19and i might have to tweak my scales and
- 33:21stuff
- 33:23but let's see what we would get
- 33:28oh
- 33:40and you'll share
- 34:01and oopsie poopsie there
- 34:03uh
- 34:05just had a small slip just plugged in my
- 34:08my color into my displacement input one
- 34:10where of course i want to put in
- 34:12my uh
- 34:14displacement
- 34:16which only makes sense
- 34:18and now
- 34:20with that done
- 34:26my displacements
- 34:32will heaven
- 34:37which it looks like
- 34:41they could stand to be pushed
- 34:55yeah
- 34:57let's see what we got here
- 34:59let's change my maximum displacement i
- 35:01think my scale is already being pushed
- 35:05on some of these
- 35:06so i'm going to push my
- 35:09maximum displacement here to
- 35:114.
- 35:18and
- 35:19yeah now we're getting
- 35:20much more
- 35:22happening
- 35:25and of course this is all being blended
- 35:26with the same noise that i use to blend
- 35:30everything else
- 35:35and i can even push certain things
- 35:41crazy far if i want to try
- 35:46like if i wanted my rock to come through
- 35:49much more aggressively
- 35:52let's say
- 35:56which let's even up my
- 36:00let's try something real crazy let's
- 36:02let's double it
- 36:04and
- 36:05then
- 36:06i'll go to my displacement for my rock
- 36:10bed
- 36:12which is
- 36:13here very good
- 36:15and yeah
- 36:17i'll push my scale all the way to 8.
- 36:20so
- 36:34now we can see
- 36:36how much more
- 36:38the rock punches through
- 36:42where our mud is still kind of pushed
- 36:44down
- 36:45lower so we get these like pits of mud
- 36:49in our
- 36:50rocky terrain
- 36:51and uh yeah over here it's especially
- 36:54nice where we kind of get this smaller
- 36:57island
- 36:58where the
- 37:00or the rock kind of has like a natural
- 37:02peak
- 37:03almost
- 37:05in the midst of everything
- 37:10and
- 37:11yeah
- 37:13okay
- 37:14well
- 37:16uh
- 37:18and then you know applying this to
- 37:19geometry that's you know already
- 37:22sculpted already deformed like this is
- 37:25just crazy
- 37:26useful crazy helpful you can get some
- 37:29really wild and just
- 37:31premium
- 37:32look to to how your
- 37:36your objects
- 37:37and uh your characters render and like
- 37:39just how your your terrain renders like
- 37:41i said this is all focus
- 37:43on the rendering for
- 37:45for your various terrain and
- 37:48since you're allowed to
- 37:49since this permits you to more easily
- 37:51push your tiling even further you can
- 37:53get more and more resolution
- 37:56which will out of all of your textures
- 37:58which will allow you to
- 38:01kind of have them pass
- 38:03more and more
- 38:05scrupulous examination
- 38:10and yeah we're getting some really nice
- 38:13peaks and valleys
- 38:18anyway
- 38:19uh
- 38:21that's it
- 38:23you have a good day
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