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Maya 2022 - Layered Shaders and Displacements, Tiling Textures, and Terrain Blending Tutorial — Transcript

by Matthew Rotella · 4,166 words · 909 segments · language en · Watch on YouTube

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  1. 0:00hello professor matthew rotella here and
  2. 0:02in this tutorial i'm going to be going
  3. 0:04over tiling textures uh for building
  4. 0:07terrain but also and within the context
  5. 0:10of
  6. 0:12building a layered shader and
  7. 0:14using different amounts of tiling with
  8. 0:16with different shaders so
  9. 0:19what i got going on here
  10. 0:20is i got three different material
  11. 0:23swatches that i can use to basically
  12. 0:25build up layers on my terrain i
  13. 0:29each is a tiling texture these are just
  14. 0:30three textures i
  15. 0:32grabbed off of poly haven uh
  16. 0:35so they're they're out there
  17. 0:37and uh i got this this bedrock this like
  18. 0:40cracked rock texture i'm gonna use as my
  19. 0:42base i have this mud i'm gonna have go
  20. 0:45over top of it and then i got this uh
  21. 0:48this like grass leaves and sticks that
  22. 0:51is just gonna get scattered uh kind of
  23. 0:54around over top of everything
  24. 0:57so uh
  25. 0:59and at the moment i i have all the
  26. 1:02shaders built uh they're rendering like
  27. 1:04this it's a complete set of maps that i
  28. 1:06download from the website you know
  29. 1:07complete with the displacement so we got
  30. 1:09the displacements hooked up
  31. 1:11and
  32. 1:12yeah
  33. 1:14so
  34. 1:16first of all i guess like before we dive
  35. 1:18into
  36. 1:19uh layer textures let's just go over
  37. 1:22tiling
  38. 1:23i'd i'd say most people that use the
  39. 1:26program here i'll do it with this one
  40. 1:28first because
  41. 1:30um
  42. 1:31most people who use the program
  43. 1:33are well aware
  44. 1:35that you can get your your uvs and you
  45. 1:38can
  46. 1:38just scale them and it will
  47. 1:41make the the texture tile
  48. 1:44and
  49. 1:45while this is true this is not really
  50. 1:48the best way to work
  51. 1:49ideally instead of tiling textures
  52. 1:52by scaling your uvs which you know it
  53. 1:55that limits a lot of your model's
  54. 1:57utility uh you know
  55. 2:00no matter what it is you know
  56. 2:02you're likely working with something
  57. 2:03that isn't just
  58. 2:05you know a square
  59. 2:06uh but yeah no matter what it is uh
  60. 2:10tiling textures by scaling your uvs you
  61. 2:12lose a lot of utility by like exiting
  62. 2:14the zero to one uv space and uh
  63. 2:17and working this way so let's let's get
  64. 2:19this back to
  65. 2:21back the way it was and then also
  66. 2:23i mean
  67. 2:25you can see that when you tile something
  68. 2:27you can start to see and recognize the
  69. 2:29pattern pretty easily
  70. 2:31once it tiles to a certain degree so
  71. 2:34that can kind of limit how you use a
  72. 2:37texture even if it is tiling and if
  73. 2:39you're talking about something that's a
  74. 2:40large piece of terrain
  75. 2:42uh without tiling it getting the
  76. 2:45resolution you need to not just be
  77. 2:47looking at pixel soup
  78. 2:49can be difficult but then that's where
  79. 2:51building a layered shader where you can
  80. 2:53have different rates of tiling broken up
  81. 2:56by some sort of random element
  82. 2:59it can
  83. 3:00really
  84. 3:03allow you to build a shader that tiles
  85. 3:06that you can get the resolution out of
  86. 3:08rather easily
  87. 3:10uh all right but yeah how do we how do
  88. 3:12we go about doing this
  89. 3:13so
  90. 3:15um like i said these shaders are already
  91. 3:17built in my case and of course we're
  92. 3:19going to be throwing them onto this
  93. 3:21ground plane
  94. 3:23renders might be a little noisier than
  95. 3:24usual i have my settings turned down so
  96. 3:26that i can render
  97. 3:28quickly for the tutorial
  98. 3:31but anyway
  99. 3:33you're probably asking well if i don't
  100. 3:34scale my uvs and how am i meant to tile
  101. 3:37things
  102. 3:38well
  103. 3:40if you've been building shaders in maya
  104. 3:44whether you're new or old with the
  105. 3:47program i'm sure you've noticed that you
  106. 3:49have nodes that pop up in your graph
  107. 3:52editor i'll usually call it the node
  108. 3:54editor even though i think it's
  109. 3:56more
  110. 3:57within the context of the hypershade
  111. 3:59it's called the graph editor but that's
  112. 4:00confusing since it can be confused with
  113. 4:02other editors so i'll call it the node
  114. 4:04editor although there's also whatever
  115. 4:07i'm getting
  116. 4:08um
  117. 4:09here within the hypershades node editor
  118. 4:14we
  119. 4:14[Music]
  120. 4:16whenever you place a file or basically
  121. 4:19any 2d texture you get this place 2d
  122. 4:22texture node
  123. 4:23that pops up on
  124. 4:25on the file and you'll see that you have
  125. 4:29repeat uvs
  126. 4:31built into here
  127. 4:32so for example you know if i want to
  128. 4:34have
  129. 4:36my rock bed
  130. 4:37tile
  131. 4:38two times
  132. 4:40then
  133. 4:41i can
  134. 4:44repeat
  135. 4:46and
  136. 4:47which i in this case i'm even i'm going
  137. 4:49to be stretching my texture now but
  138. 4:52i can have it repeat one way and then
  139. 4:55you know come back in
  140. 4:57repeat the other
  141. 4:58and now i have it tiling and you know i
  142. 5:01can push this
  143. 5:03as far as i want to get as many on here
  144. 5:06as i need
  145. 5:08so yeah that's all well and good
  146. 5:11but
  147. 5:12now how do we build
  148. 5:14our layered shader almost every
  149. 5:17rendering engine worth its salt has some
  150. 5:19sort of layered shader i'm going to be
  151. 5:21working in redshift in this tutorial
  152. 5:24but arnold works basically the exact
  153. 5:27same way
  154. 5:29so
  155. 5:30i have redship materials and then
  156. 5:33there's this
  157. 5:37redshift material blender right
  158. 5:39underneath it
  159. 5:40which you'll see for each part of the
  160. 5:42blender
  161. 5:43it has
  162. 5:45a
  163. 5:46material that you can plug in
  164. 5:48and
  165. 5:49then
  166. 5:50a blend color that
  167. 5:54will be on the layer above it that
  168. 5:56determines how much of that layers shows
  169. 5:59through
  170. 6:00so
  171. 6:01just as a quick test
  172. 6:03to show you
  173. 6:05how this works before we start using our
  174. 6:07terrain
  175. 6:11what we can do
  176. 6:15is
  177. 6:16let's just let's put a couple simple
  178. 6:18colors on here
  179. 6:19so and if you're working in something
  180. 6:22like arnold like i said arnold has the
  181. 6:24same thing
  182. 6:26there's the
  183. 6:29uh
  184. 6:30the ai mix shader which only has two
  185. 6:33layers but it has more utilities to work
  186. 6:36with in terms of blending them then
  187. 6:38there's the layer shader which i think
  188. 6:39has eight
  189. 6:41that you can blend between
  190. 6:43now redshift has another blender that's
  191. 6:46that we'll get into later
  192. 6:48that's specifically for displacements
  193. 6:51it's the
  194. 6:53rs displacement blender
  195. 6:57but
  196. 6:58arnold doesn't explicitly have that a
  197. 7:00lot of times when blending displacements
  198. 7:02in
  199. 7:03arnold
  200. 7:04if i do that i'll actually
  201. 7:06use a maya has a layered texture
  202. 7:10utility and i'll even use that to build
  203. 7:12layer displacements
  204. 7:14regardless um
  205. 7:16yeah
  206. 7:17let's let's build a material here so
  207. 7:19let's just drop in i'm gonna delete
  208. 7:21these in a second
  209. 7:23so i'm not gonna bother naming them or
  210. 7:25anything let's just make one blue
  211. 7:28and we'll make another one
  212. 7:32like
  213. 7:33orange
  214. 7:34okay
  215. 7:35and we'll plug
  216. 7:37blue into the base
  217. 7:40and we'll plug
  218. 7:45orange into our layer one
  219. 7:48that's my material blender too
  220. 7:52i'll
  221. 7:53grab
  222. 7:54that
  223. 7:56and i'll apply this to it now blue is
  224. 7:58our base
  225. 8:00and you know if i
  226. 8:02start rendering
  227. 8:05you can see that i'm getting
  228. 8:07a mighty fine
  229. 8:09aggressive blue there so how's this
  230. 8:12working
  231. 8:13well my orange isn't showing up
  232. 8:15because well
  233. 8:17i don't have my blend color
  234. 8:19coming up on top of it and you can see
  235. 8:21how it adaptively changes there so now
  236. 8:23if i render it's going to be all orange
  237. 8:26because white will allow whatever layer
  238. 8:29is on top of it to show through
  239. 8:32and of course
  240. 8:34we can
  241. 8:36apply
  242. 8:39whatever we
  243. 8:41want
  244. 8:42to
  245. 8:43uh
  246. 8:44to this blend color we can plug in any
  247. 8:46sort of map
  248. 8:47so like for example i could even just
  249. 8:50get
  250. 8:51a
  251. 8:52ramp
  252. 8:53and i don't even just leave it as this
  253. 8:56and then even with the the ramp
  254. 8:58i could just repeat it in v
  255. 9:01and like
  256. 9:03five times
  257. 9:05and then that'll more or less give me
  258. 9:07stripes
  259. 9:08and
  260. 9:09i can
  261. 9:12go ahead
  262. 9:13and
  263. 9:17render and this will probably give us a
  264. 9:19pretty wild looking
  265. 9:21thing
  266. 9:22so
  267. 9:25yeah the nifty stuff where the where the
  268. 9:27ramp is white and that's where my orange
  269. 9:30shows through where the ramp is it's
  270. 9:32darkest that's where the blue shows
  271. 9:33through pretty straightforward so
  272. 9:36let's start using this to build our
  273. 9:39terrain
  274. 9:41so
  275. 9:44yeah
  276. 9:46let's go ahead
  277. 9:49and just
  278. 9:55uh
  279. 9:57yeah
  280. 9:58let's just get rid of all this
  281. 10:01okay
  282. 10:02and let's start building things out like
  283. 10:05i said uh
  284. 10:06i want to have my rock bed
  285. 10:09as my base
  286. 10:11so i'll plug that into my base color
  287. 10:16and then i want the mud on top of that
  288. 10:20so that's going to be my layer one
  289. 10:24and
  290. 10:25then i want
  291. 10:28my grass
  292. 10:29on top of that
  293. 10:31so that's going to be
  294. 10:34my layer 2.
  295. 10:36all right
  296. 10:38so let's let's start adding things on
  297. 10:40one at a time well first of all we'll
  298. 10:43decide how much
  299. 10:45we want our
  300. 10:46rock to appear
  301. 10:47which our other layers are all
  302. 10:50totally
  303. 10:52done
  304. 10:52like they're totally flat
  305. 10:55or totally black so they're not going to
  306. 10:57show through at all
  307. 10:58all that's going to show through is the
  308. 11:00rock let's get
  309. 11:02let's get an angle at this so we can see
  310. 11:06how much it's coming through
  311. 11:10yeah so the whole thing is just our one
  312. 11:12rock tile and
  313. 11:14honestly this doesn't look too bad
  314. 11:18as just itself
  315. 11:21some of these details might look a
  316. 11:23little too
  317. 11:24large for what we're dealing with here
  318. 11:27but yeah overall
  319. 11:29not bad at all
  320. 11:32but still if you were to get close to
  321. 11:34this
  322. 11:35you would start to lose your resolution
  323. 11:37more and more so let's let's tile this a
  324. 11:40few times
  325. 11:42now where this is going to get
  326. 11:45a little tedious well we'll just do the
  327. 11:48color to start
  328. 11:49uh
  329. 11:51perfect that's my grass
  330. 11:53let's
  331. 11:54lay this out did that reorder things for
  332. 11:57me the way i want no okay
  333. 11:59whatever
  334. 12:00uh
  335. 12:04but
  336. 12:06we'll repeat the uv
  337. 12:08a couple times let's see
  338. 12:11if that gives us something
  339. 12:17no maybe let's go two more times so
  340. 12:19we'll have four total tiles on here
  341. 12:27yeah
  342. 12:28okay let's let's have
  343. 12:30four to four total tiles
  344. 12:32of uh of our rock here
  345. 12:38and
  346. 12:39i feel like that's kind of having it
  347. 12:41show up at a rate that works pretty well
  348. 12:44and we could push this even further
  349. 12:46because we still can't
  350. 12:48quite see
  351. 12:50that it's tiling yet i mean if you look
  352. 12:52really close you might be able to notice
  353. 12:54but
  354. 12:55overall uh not too bad
  355. 12:58and i can see that my uh
  356. 13:00my normals are showing through a little
  357. 13:02stronger which actually
  358. 13:04i should probably up my normals in
  359. 13:07general
  360. 13:08um
  361. 13:13because
  362. 13:15by default they're
  363. 13:17rather subtle with redshift and this
  364. 13:19might be pushing them
  365. 13:22too far
  366. 13:23but
  367. 13:31let's see what we get
  368. 13:35so yeah i
  369. 13:36might end up over compensating a little
  370. 13:38bit but
  371. 13:43ultimately
  372. 13:46looking good all right
  373. 13:48so
  374. 13:51uh
  375. 13:54yeah let's keep chugging along here so
  376. 13:56let's let's start building out our
  377. 13:57layers so we want to have our mud going
  378. 14:01over top which also our normals right
  379. 14:03now
  380. 14:04that you might have noticed that they
  381. 14:05don't match our tile
  382. 14:07that's because i would need to go
  383. 14:09through
  384. 14:10and just change all of these two to four
  385. 14:13usually i don't
  386. 14:14go and change every map until i'm
  387. 14:16satisfied where with where my colors are
  388. 14:21so
  389. 14:22but i mean it doesn't take long to go
  390. 14:25through and change them all
  391. 14:33and
  392. 14:36oh goodness drop my displacement all the
  393. 14:38way down here
  394. 14:45anyway
  395. 14:47whatever we'll we'll get there with the
  396. 14:49with the whole displacement business but
  397. 14:51yeah now
  398. 14:52that i've done that
  399. 14:54all of my
  400. 14:55tiling will match up
  401. 15:08and see the working through the place 2d
  402. 15:10texture node it can be really essential
  403. 15:14because
  404. 15:15well if you don't then like all of your
  405. 15:17things have to tile a base amount by
  406. 15:20default and you might not want all of
  407. 15:21your textures to tile period
  408. 15:26it's like besides you know like i said
  409. 15:27other
  410. 15:28uh sorts of of things that kind of
  411. 15:32uh like other sorts of utilities that
  412. 15:33you lose uh by not having your uvs
  413. 15:37conform to
  414. 15:38you know better guidelines
  415. 15:43in any case yeah let's start layering
  416. 15:45our mud over top which uh
  417. 15:48there's all sorts of noise that are
  418. 15:50available within maya
  419. 15:52uh
  420. 15:55so like i could use like fractal i could
  421. 15:58use just this noise which has all sorts
  422. 16:01of noise in it
  423. 16:03but for this
  424. 16:04i usually like to use
  425. 16:06simplex noise and the reason for that is
  426. 16:10like i can adjust the scale
  427. 16:13and
  428. 16:15different
  429. 16:16ratios
  430. 16:18and
  431. 16:20get like islands like these black
  432. 16:23islands
  433. 16:24uh really easily
  434. 16:26and
  435. 16:29by being able to get
  436. 16:32islands you can more easily
  437. 16:35tweak
  438. 16:37where things are gonna show up and and
  439. 16:39you can get
  440. 16:40uh
  441. 16:41like this higher contrast
  442. 16:43really easily
  443. 16:45with the simplex noise so basically
  444. 16:49what i want to do
  445. 16:50is i just kind of want to figure out
  446. 16:52like how contrasty i want this to get
  447. 16:55and
  448. 16:57i really
  449. 16:58just want to figure out like where all
  450. 17:00uh do
  451. 17:02like how frequently do i want my my mud
  452. 17:04to pop up
  453. 17:06and
  454. 17:07yeah like i could say like look at this
  455. 17:09and say like hey i
  456. 17:12don't
  457. 17:13like how
  458. 17:15my my mud is looking like i want to get
  459. 17:17more resolution out of that texture well
  460. 17:19this is a tiling texture so that means
  461. 17:22that i can just go in here and you know
  462. 17:24if i want the frequency in my mud to be
  463. 17:28double
  464. 17:28that of
  465. 17:31my
  466. 17:33to be double that of my rock then you
  467. 17:35know i can just set
  468. 17:37my place 2d texture to tile
  469. 17:41eight times
  470. 17:42and now i got eight times
  471. 17:44the resolution
  472. 17:47out of that texture
  473. 17:50which was already 4k to start
  474. 17:52and
  475. 17:54it is you know a tiling texture and at
  476. 17:57eight times you would definitely notice
  477. 17:58the pattern by now but
  478. 18:01since i mean before when i was showing
  479. 18:03you the the swatch
  480. 18:04like you could really easily see a
  481. 18:06pattern after just like four or five
  482. 18:08times if it's small enough especially
  483. 18:11but
  484. 18:12yeah here i am
  485. 18:13tiling it
  486. 18:14eight times
  487. 18:16and
  488. 18:18yeah then there it is um
  489. 18:21coming through getting all that
  490. 18:23that resolution out of it and then you
  491. 18:25know if i want to
  492. 18:26change how this appears
  493. 18:30well
  494. 18:31then i always just i'm able to go in
  495. 18:34here
  496. 18:34and edit my my simplex noise
  497. 18:38where
  498. 18:40you know if i wanted to show through
  499. 18:41more evenly i can introduce more gray
  500. 18:43values
  501. 18:47and
  502. 18:48if i want my islands
  503. 18:53like i can make these
  504. 18:55these really stark islands but then
  505. 18:57up my frequency and now this is like
  506. 19:00effectively
  507. 19:02tiling
  508. 19:04as well you can kind of build like
  509. 19:07tiles on top of tiles
  510. 19:11stuff like that
  511. 19:13and if i just want
  512. 19:14so like i can have several
  513. 19:17smaller islands
  514. 19:18or
  515. 19:20you know i could just have it
  516. 19:23like adjust things where it like even
  517. 19:24just shows up
  518. 19:26like a little bit
  519. 19:28here and there
  520. 19:31change my distortion
  521. 19:46don't mess around with my scale
  522. 19:50i had to decide like where all i wanted
  523. 19:52to show up like maybe i want like a
  524. 19:53bunch of mud in some place but like i
  525. 19:55want
  526. 19:57hardly any and another
  527. 20:03so like here like i said
  528. 20:06getting that
  529. 20:07that sort of mud
  530. 20:09meets rock
  531. 20:15effect
  532. 20:17and
  533. 20:24but yeah but let's get let's get a few
  534. 20:26more patches
  535. 20:28in there
  536. 20:30so
  537. 20:47so there we go yeah i got my
  538. 20:50and since the noise is you know a
  539. 20:53randomized pattern it adds that like
  540. 20:57the
  541. 20:59when
  542. 21:00i mean it adds that layer of yeah like
  543. 21:03sort of making like a natural formation
  544. 21:05uh where your texture can appear you
  545. 21:08know kind of work for you
  546. 21:10because before
  547. 21:12uh
  548. 21:14the like if you just straight tile a
  549. 21:16texture
  550. 21:18like the the issue is that you
  551. 21:19immediately lose your randomness and you
  552. 21:23get a very recognizable pattern and then
  553. 21:25this
  554. 21:26gives you that advantage of tiling a
  555. 21:28texture
  556. 21:28while making it so that you just totally
  557. 21:32uh reintroduce
  558. 21:34all of that randomness and like also in
  559. 21:36this case we're still
  560. 21:38like building up a texture
  561. 21:40and
  562. 21:41and we get these like you know all these
  563. 21:43fun dials where we can kind of
  564. 21:44dynamically tweak things
  565. 21:46to suit whatever kind of terrain we're
  566. 21:48texturing because of course we're not
  567. 21:50going to just be texturing a plane
  568. 21:53um but anyway let's get
  569. 21:55let's start blending in our grass and
  570. 22:00for some sometimes with the grass i'll
  571. 22:02you just use regular noise because it's
  572. 22:03easier to get
  573. 22:04like a better spread so to speak but
  574. 22:07i'll use simplex again
  575. 22:09and we'll even just see
  576. 22:11well i guess before
  577. 22:14actually before i even do that let's
  578. 22:16just
  579. 22:17see what our grass looks like
  580. 22:19so how much do we need to tile it for
  581. 22:21our grass to look believable so our
  582. 22:23grass is now full white on its blend so
  583. 22:26that means we get we get nothing but it
  584. 22:28and we can see that these sticks are
  585. 22:31very much not a believable scale so that
  586. 22:34means yeah we're going to need to go
  587. 22:36ahead and tile this
  588. 22:39i mean i can try and have them pass for
  589. 22:41logs but also again you want to get more
  590. 22:43resolution out of it
  591. 22:45so let's go
  592. 22:47up here to my grass
  593. 22:50and
  594. 22:52let's hit
  595. 22:53let's go straight to six
  596. 22:56and we'll walk it back from there if we
  597. 22:58need to
  598. 23:01render
  599. 23:05and
  600. 23:09for the apparent scale
  601. 23:12of our twigs
  602. 23:14this is probably
  603. 23:17believable
  604. 23:21i could maybe
  605. 23:22push it a little further though let's go
  606. 23:24let's go two more actually
  607. 23:26we'll go
  608. 23:27eight
  609. 23:38yeah
  610. 23:40and at eight you know we we get a very
  611. 23:42apparent pattern but yeah this is
  612. 23:43probably more of the scale of our
  613. 23:45details that like compared to our
  614. 23:47character that they should be and
  615. 23:50yeah and we're getting that much more
  616. 23:53resolution out of this but yeah now
  617. 23:54let's let's bring in our noise
  618. 23:57to our material blender
  619. 23:58and let's see what's going on
  620. 24:00material blender and we'll go
  621. 24:05uh
  622. 24:07like i said any noise will will do but
  623. 24:09i'll go with simplex i really tend to
  624. 24:12like it a lot for this kind of work
  625. 24:14and
  626. 24:15let's just let's just hit render at the
  627. 24:17default and see what we're getting
  628. 24:21and
  629. 24:30you know what overall that's that's not
  630. 24:33bad like kind of
  631. 24:35immediately
  632. 24:36not not too bad
  633. 24:41you know we still get our bare rock
  634. 24:43coming through in places
  635. 24:47you still get some bare mud coming
  636. 24:49through in places but yeah it's still
  637. 24:51blending in
  638. 24:52over top
  639. 24:54but
  640. 24:56even
  641. 25:04maybe go
  642. 25:07a little more
  643. 25:11prevalent here
  644. 25:23and i don't know
  645. 25:25i could
  646. 25:27go about
  647. 25:29tweaking this a lot maybe
  648. 25:31maybe i won't even scatter this as much
  649. 25:35as i am
  650. 25:36maybe i'll walk this back
  651. 25:38let's let's see how it looks if we
  652. 25:44yeah kind of do it more
  653. 25:51like i did
  654. 25:54when i got just like a big
  655. 25:59some some bigger
  656. 26:01darker splotches
  657. 26:16um
  658. 26:31just
  659. 26:32tweaking
  660. 26:41there we go
  661. 26:42tweak that ratio
  662. 26:50now this will give us like a splotch
  663. 26:53up in the corner more so or in this
  664. 26:56corner
  665. 26:59but yeah that's not
  666. 27:04it's not bad here we can start to see
  667. 27:07our tile more so
  668. 27:15and of course
  669. 27:16like i'm just working with three things
  670. 27:17here you can keep building and building
  671. 27:21but you know and i think it was better
  672. 27:22when it was
  673. 27:26more
  674. 27:27all over
  675. 27:35and
  676. 27:38you know
  677. 27:39these are just three textures that i
  678. 27:40thought would work i didn't like pick
  679. 27:42things that would be perfect but you
  680. 27:44know this this is giving us a decent
  681. 27:46look i kind of like how the
  682. 27:48how this splotch lands right in the
  683. 27:50middle of this splotch of black and
  684. 27:54yeah and then this is a break up enough
  685. 27:57that we're not seeing our textures come
  686. 27:59through
  687. 28:00yeah this will work this will work well
  688. 28:04okay
  689. 28:06so that's all well and good but yeah now
  690. 28:08let's let's plug in
  691. 28:10uh let's have the rest of our maps uh
  692. 28:13match
  693. 28:14the
  694. 28:17let's have the rest of our maps match
  695. 28:20the same amount of tiling yeah so this
  696. 28:22is eight
  697. 28:24so go through
  698. 28:26eight
  699. 28:28and eight
  700. 28:31and
  701. 28:34i got the displacement shader up here
  702. 28:36this is eight
  703. 28:38make sure that my displacements are
  704. 28:40tiling correct also
  705. 28:43and this is no problem
  706. 28:52and
  707. 28:54simplex noise don't need to mess with
  708. 28:56this is 4. i already went through
  709. 29:01and changed all of those although
  710. 29:04i'm going to need to make sure oh i
  711. 29:06changed my displacement already also and
  712. 29:08then the mud
  713. 29:10is also going eight okay
  714. 29:13so sure
  715. 29:15but
  716. 29:16yeah i could have gone lower frequency
  717. 29:18with any of these
  718. 29:20for sure
  719. 29:21i just kind of let the scale of my
  720. 29:23visuals guide me and it kind of
  721. 29:26just landed me here
  722. 29:30and
  723. 29:34then my mud's displacement is down here
  724. 29:37at eight
  725. 29:39also
  726. 29:42four for the rock and then
  727. 29:46displacement
  728. 29:48okay
  729. 29:49so now let's see how it looks now that
  730. 29:51all of our maps
  731. 29:54are lining up like they should be
  732. 29:59because this should help a little also
  733. 30:04yeah because it really helps you get
  734. 30:06these just like these nice blends
  735. 30:08between your surfaces too
  736. 30:22all right
  737. 30:25and
  738. 30:29let's do this okay so let's get the the
  739. 30:31redshift displacement blender which like
  740. 30:33i said doing the the displacement
  741. 30:35blending in arnold if you're doing that
  742. 30:38uh
  743. 30:40is
  744. 30:42usually
  745. 30:43what
  746. 30:44i would do
  747. 30:45with uh
  748. 30:47just the the maya layered texture node
  749. 30:50okay
  750. 30:51but anyway we got our
  751. 30:54base input which should again be our
  752. 30:57rock
  753. 30:59so i'm going to navigate
  754. 31:01down to where a rock bed
  755. 31:03displacement is
  756. 31:05and
  757. 31:07that's going to be our
  758. 31:09base input
  759. 31:12and
  760. 31:17then
  761. 31:22our
  762. 31:24next input is going to be our mud which
  763. 31:26is down here
  764. 31:28and
  765. 31:31it's going to be displace input
  766. 31:34zero
  767. 31:37and
  768. 31:38then
  769. 31:39our next one
  770. 31:40is going to be our sticks
  771. 31:45which is
  772. 31:51up
  773. 31:52here which there are easier ways to kind
  774. 31:54of like
  775. 31:56connect things but i'm just trying to be
  776. 31:59as visual as possible for here although
  777. 32:02you'll notice that you only have three
  778. 32:04layers of displacement to blend between
  779. 32:06where the the layer shader
  780. 32:10the material blender goes all the way up
  781. 32:11to six layers so
  782. 32:16so there's that
  783. 32:17and
  784. 32:20okay now we would want our weights to
  785. 32:23happen
  786. 32:24in very much a similar fashion
  787. 32:27so
  788. 32:29this simplex noise 2
  789. 32:32this out color would be or
  790. 32:35use the alpha
  791. 32:37would be our displacement weight
  792. 32:400
  793. 32:41and then
  794. 32:42this one
  795. 32:44would be our displacement weight one
  796. 32:47and then this is going into the the out
  797. 32:49of our displacement blender it's going
  798. 32:51into the displacement
  799. 32:53of our material blender and now we've
  800. 32:55built out
  801. 32:56one hell of a network with blended
  802. 32:59displacements
  803. 33:01and
  804. 33:03blended materials all combined with
  805. 33:05layered
  806. 33:08fractals and oops let's go into redshift
  807. 33:14capital clark only
  808. 33:16displacement enable
  809. 33:19and i might have to tweak my scales and
  810. 33:21stuff
  811. 33:23but let's see what we would get
  812. 33:28oh
  813. 33:40and you'll share
  814. 34:01and oopsie poopsie there
  815. 34:03uh
  816. 34:05just had a small slip just plugged in my
  817. 34:08my color into my displacement input one
  818. 34:10where of course i want to put in
  819. 34:12my uh
  820. 34:14displacement
  821. 34:16which only makes sense
  822. 34:18and now
  823. 34:20with that done
  824. 34:26my displacements
  825. 34:32will heaven
  826. 34:37which it looks like
  827. 34:41they could stand to be pushed
  828. 34:55yeah
  829. 34:57let's see what we got here
  830. 34:59let's change my maximum displacement i
  831. 35:01think my scale is already being pushed
  832. 35:05on some of these
  833. 35:06so i'm going to push my
  834. 35:09maximum displacement here to
  835. 35:114.
  836. 35:18and
  837. 35:19yeah now we're getting
  838. 35:20much more
  839. 35:22happening
  840. 35:25and of course this is all being blended
  841. 35:26with the same noise that i use to blend
  842. 35:30everything else
  843. 35:35and i can even push certain things
  844. 35:41crazy far if i want to try
  845. 35:46like if i wanted my rock to come through
  846. 35:49much more aggressively
  847. 35:52let's say
  848. 35:56which let's even up my
  849. 36:00let's try something real crazy let's
  850. 36:02let's double it
  851. 36:04and
  852. 36:05then
  853. 36:06i'll go to my displacement for my rock
  854. 36:10bed
  855. 36:12which is
  856. 36:13here very good
  857. 36:15and yeah
  858. 36:17i'll push my scale all the way to 8.
  859. 36:20so
  860. 36:34now we can see
  861. 36:36how much more
  862. 36:38the rock punches through
  863. 36:42where our mud is still kind of pushed
  864. 36:44down
  865. 36:45lower so we get these like pits of mud
  866. 36:49in our
  867. 36:50rocky terrain
  868. 36:51and uh yeah over here it's especially
  869. 36:54nice where we kind of get this smaller
  870. 36:57island
  871. 36:58where the
  872. 37:00or the rock kind of has like a natural
  873. 37:02peak
  874. 37:03almost
  875. 37:05in the midst of everything
  876. 37:10and
  877. 37:11yeah
  878. 37:13okay
  879. 37:14well
  880. 37:16uh
  881. 37:18and then you know applying this to
  882. 37:19geometry that's you know already
  883. 37:22sculpted already deformed like this is
  884. 37:25just crazy
  885. 37:26useful crazy helpful you can get some
  886. 37:29really wild and just
  887. 37:31premium
  888. 37:32look to to how your
  889. 37:36your objects
  890. 37:37and uh your characters render and like
  891. 37:39just how your your terrain renders like
  892. 37:41i said this is all focus
  893. 37:43on the rendering for
  894. 37:45for your various terrain and
  895. 37:48since you're allowed to
  896. 37:49since this permits you to more easily
  897. 37:51push your tiling even further you can
  898. 37:53get more and more resolution
  899. 37:56which will out of all of your textures
  900. 37:58which will allow you to
  901. 38:01kind of have them pass
  902. 38:03more and more
  903. 38:05scrupulous examination
  904. 38:10and yeah we're getting some really nice
  905. 38:13peaks and valleys
  906. 38:18anyway
  907. 38:19uh
  908. 38:21that's it
  909. 38:23you have a good day

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