There are tons of videos on displacement mapping in Blender but none of them address the issue of mapping the displacement according to the texture node mapping and rotation....
Hello, please tell me, there are 2 textures, of which I want to use only roughness and normal (so that they correspond!) on the same material in different places, how can this be done?
Is there any benefit to using edge crease over clicking simple in the subdiv? I realize hitting simple would be much... simpler. But I'm curious if there's any advantages/disadvantages to doing it one way or the other.
Don't forget to change all but diffuse maps to "non color". Thanx for all your videos that are so instructive. I started blender a month ago (coming from 3DSmax), and you helped me so much.
@@JayquanDeMarcusWashington I also switched from 3DS max to Blender. In my case it was Max's discontinued support for Mental Ray and that provided the motivation. I had worked over a year on an animation but I couldn't get the scene to work in any other renderer. Furthermore, Autodesk licensing hurdles did little to retain my Max loyalties. Been using Blender for about 3 months now. There are lots of things I miss about Max, but I think there are just as many (if not more) things I like about Blender. The rich stream of Blender tutorials like this one is so helpful.
This was a no-nonsense tutorial that gave me exactly the information I was looking for. Thank you for the concise demonstrations and the clearly delivered information!
Thanks a lot for the detailed explanation about maps, I am new to 3D Modelling and learning as a hobby. The way you explained made me realize that a noob like me can also become expert like you by practice. Love from India. Kindly keep continuing teaching about 3D..
Using the displacement map (stepping over to cycles) seems to really slow down your rendering. If you are needing more detail on an animation object would you want to stick to a normal map and sacrifice some of the detail? I haven't got to learning baking yet but, is that a process that keeps the detail and allows you to take it back to EEVEE for rendering speed improvement?
Excellent tutorial, easily the best explanation of how to set up a material that i have seen. I like the way you also include the reasons why you are doing things in a certain way and what happens if you dont. Subscribed
HOLY SHIT. I've watched probably 50 videos on this subject, and was still absolute dog shit. I FINALLY GET IT. As a reward for your courage and excellence, I will gift you my first born son. (date tbd) also, subbed. You are a gift.
Just two of your videos in a row completely explained everything I have been struggling with. You make it so obvious and simple. What a waste of my time all those other videos were.
Displacement Map to Bump Vector (Height) and normal image to normal map vector all to bump vector. Socket the bump vector to Normal. His method is too much processing, you will fry your PC.
Roughness and Normal maps should be Non-color or linear to display correctly. If you use assets with baked normal maps and you see seams at UV boundaries make sure to check the textures are in the correct color space.
Just a heads up, when using adaptive subdivision, adjusting the levels on the subdivision modifier won't add detail. You set the amount of detail using the dicing scale on the modifier and under the subdivision section in the render settings. Hope this helps.
I agree with this comment - I probably wasn't clear - levels doesn't add detail, but it adjusts the level of detail displayed in the viewport so you can see more detail. Adjusting the dicing is what actually adds detail - you are correct. Thanks :)
HOOOOWHATSUPGUYS - Lol gets me every time. Seriously though, your tutorials are great - informative and straight to the point. Been learning a lot from your videos in the recent months since I started using Blender. Keep it up, dude!
excellent tutorial - the first of yours that i've seen - super easy sub :-) really nice channel you've got going here, dude; brilliant job you're doing here's to 100k subs by Christmas! thanks for sharing your knowledge
@@TheCGEssentials , kinda on topic, do you use (love, hate, recommend) any of Blender materials "add-ons", so you can have just a bunch of ready mats right there, for initial "looks" testing. Thoughts please?
@@Latvian3Dman I haven't really tested them yet. I have a license for Extreme PBR but haven't been able to download it yet because where I live my internet is really slow and it's a big file. In this video (ua-cam.com/video/cKUQmSFK2Nk/v-deo.html) , Jan just sets them up inside of a Blender file and appends them from that Blender file, which seems pretty easy too. I'm going to do more research once I get the add-on downloaded, but in principle, I think it's a really good idea.
There have been some changes since 2.8x -- in 2.93, which i use, there is no "bump and roughness map" selection. Otherwise, I got a lot out of this as I do from all of your tutorials. Thank you.
hey im a blender beginner.. I have a problem where u export glt/glf and when i open it from my desktop it isnt the same where i put roughnes the lights can u tell me why?
I have a bit of an issue. For some reason my material menu doesnt seem to have a section titled displacement. (it goes > preview >surface > volume > settings > viewport display >custom properties) So I cant seem to get any height to my texture :/
@@TheCGEssentials I think I might have had it set to eevee. I was able to somehow have the menu change and edit the displacement finally. (But then my computer crashed lol). Sorry I'm still very noob
Very informative, thank you for sharing your knowledge. I have one question, does everyone get this pixelation and noise on the video? I have a high end system and connection.
Love your videos. I'm a newbie to blender, but I'm quickly mastering the basics, largely due in part to your vids. A quick question:I'm modeling an aircraft hangar, but it seems no matter how I adjust the texture to the UV map, it still looks stretched out and fuzzy. Is this due to the resolution of the texture? Even subdividing the surface and making the texture smaller doesn't seem to help. Any ideas on what the problem might be? Thanks ahead of time.
Nice turorial but all textures which are not the diffuse map should be set to Non-Color data else they will not look the way they actually should look like.
I applied a texture to my ground, and it did exactly like you prescribed. It physically shifted location in cycles but not in lookdev. I wonder how I should continue to work on the scene, because in look dev, my character is standing on the ground, but in cycles he is buried deep in the ground, which makes it impossible to continue. I don’t know if i missed some parts in the tutorials.
I was wondering about a few things: With the roughness [metallic] and normal maps, they should be set to non-color, but maps don't always import that way; a lot of times they come in as srgb, and that makes things look horrible. I've watched this on a phone instead of sleeping so I couldn't see that in the video. But to mention that would add to the presentation, imo. Which normal map is being imported? I work mostly "for" UE4 (its my preferred render engine for animations), and make my maps in SP. They use tangent normal maps. _Of course,_ Blender defaults to use OpenGL, so I actually want to confirm best practices on flipping the green channel and how to verify when you import a random set of textures the included a normal map is working right. If it's a tangent normal I used to use the curves green channel only and switched the points to invert the curve slope. Then I saw the separate rgb and combine rgb, so nowadays I use those and flip the green channel with an invert node and just connect R and B to the sep to comb rgb nodes. What is the definitive way to flip the G in Blender? What is the best way to see if you have the normal map working right in instances that it's not obvious like a wood grain or something more regular from real life? Sometimes it looks a little random to me and it's way less obvious if I need to flip or not. With displacement, it's confusing to me because as you crank up the subdiv resolution it defeats the purpose of a texture map. Given your example, I could model the geo of each brick and come in with way less verts than using a displacement map. Then there's the height map which as best as I understand it is just a scalar form of a normal map but can be used in place of a displacement map, but suffers from the same self defeating geo explosion. Another map that I came to appreciate because of Decalmachine and trim sheets is AO maps. They really make an obvious improvement to how your texture looks. The packed pink texture I use with a separate rgb node... but then best practices again, good luck. In UE4 it has an AO socket. In Blender, the best I can find to do is take the basecolor, take the AO map... Connect a color ramp to the AO map (that comes in as rgb as a single but non-color in packed textures...ffs) and then combine the basecolor and AO map to a mixRGB node using multiply, and then adjust to my liking. It makes a big difference and I even use the AO node in scene the same way, even though I thought with full GI, AO is calculated in Cycles. That has NOT been my experience. I add the AO node and get better results.. So any feedback or direction or a part II of this tut at least one person in the world would appreciate because as I've been learning HoudiniFX and Blender transitioning from C4D for 6 months now, _The Blender Way_ has made my exploits in Houdini feel easier than ever before (!)
that method is too much processing, computer overload for a surface. Add your Bump image (set to non color) and normal map to a bump vector. Connect the bump vector to the normal socket. Your method is too much processing and is it really needed????
Hi everyone! Let me know if you have any questions about this process in the comments below! :)
Amazing Video! Sir, can you please make a tutorial on building assembly animation or interior assembly animation?
Can't find the bump and displacement
There are tons of videos on displacement mapping in Blender but none of them address the issue of mapping the displacement according to the texture node mapping and rotation....
@@Skee191 I had the same problem. I think you need to switch to cycles
Hello, please tell me, there are 2 textures, of which I want to use only roughness and normal (so that they correspond!) on the same material in different places, how can this be done?
To keep the shape of the rectangle, just click "simple" in the modifier options, great tutorial!
No kidding - I didn't know that - thanks! :)
Is there any benefit to using edge crease over clicking simple in the subdiv? I realize hitting simple would be much... simpler. But I'm curious if there's any advantages/disadvantages to doing it one way or the other.
Don't forget to change all but diffuse maps to "non color".
Thanx for all your videos that are so instructive. I started blender a month ago (coming from 3DSmax), and you helped me so much.
Good point - glad I could be helpful!
Why did you make the switch?
@@GiveMeABloodyUser Probably because of how user-friendly blender is ;)
@@JayquanDeMarcusWashington I also switched from 3DS max to Blender. In my case it was Max's discontinued support for Mental Ray and that provided the motivation. I had worked over a year on an animation but I couldn't get the scene to work in any other renderer. Furthermore, Autodesk licensing hurdles did little to retain my Max loyalties. Been using Blender for about 3 months now. There are lots of things I miss about Max, but I think there are just as many (if not more) things I like about Blender. The rich stream of Blender tutorials like this one is so helpful.
That "adaptive" button is the game changer. Thank YOU
This was a no-nonsense tutorial that gave me exactly the information I was looking for. Thank you for the concise demonstrations and the clearly delivered information!
Glad it was helpful!
Nodes gave me a hard time and once I understood this displacement thing confused me. This clears things up to a level. Thanx very much.
easy to understand, straight forward, enough information.
thank you man
Great Tutorial, Im getting into blender as a hobby and this really explained a lot about these different textures and maps.
Just exactly what I needed for a bathroom tile! Thank you very much!
Awesome!
Thanks a lot for the detailed explanation about maps, I am new to 3D Modelling and learning as a hobby. The way you explained made me realize that a noob like me can also become expert like you by practice. Love from India. Kindly keep continuing teaching about 3D..
Yep - that's the only way I know what I know - practice and constantly learning new things
Hey, thanks a lot Justin, my model was just not looking right, your video solved that!
Most helpful tutorial.
Like the way you present.
Thank you
Thanks - glad you liked it! :)
You are my best sensei! Mystery solved.
THANK S TO YOU I M VERYGOOD AT SKETCHUP AND NOW I M LURNING BLENDER FOR MY RENDERS.MAY GOD GIVE U ALL YOU WANT .THANK YOU BRO
Glad it helped!
Using the displacement map (stepping over to cycles) seems to really slow down your rendering. If you are needing more detail on an animation object would you want to stick to a normal map and sacrifice some of the detail? I haven't got to learning baking yet but, is that a process that keeps the detail and allows you to take it back to EEVEE for rendering speed improvement?
Just starting this and your explanations are excellent. Than you
You're very welcome!
Absolutely great! Thank you
Thank you thank you thank you for actually actually actually explaining the nodes and the different maps. You, sir, get a sub from me.
You could also click on the "simple" button in the subdivision surface modifier
Excellent tutorial, easily the best explanation of how to set up a material that i have seen. I like the way you also include the reasons why you are doing things in a certain way and what happens if you dont. Subscribed
Glad I could help!
This is a great video you always chose the right topics
Thanks!
Great video..learning so much good things by such tutorials as a beginner..thanks a ton and keep teaching us.
Glad I could help! :)
HOLY SHIT. I've watched probably 50 videos on this subject, and was still absolute dog shit. I FINALLY GET IT.
As a reward for your courage and excellence, I will gift you my first born son. (date tbd)
also, subbed. You are a gift.
excellent and helpfull. may an advise, that u can find displacement only checkbox only in Cycles. Cheers, Axel
Thanks so much for a super-helpful tutorial!
Thank you so much for this toturial.
Thanks for watching!
Just two of your videos in a row completely explained everything I have been struggling with. You make it so obvious and simple. What a waste of my time all those other videos were.
Displacement Map to Bump Vector (Height) and normal image to normal map vector all to bump vector. Socket the bump vector to Normal. His method is too much processing, you will fry your PC.
Awesome tutorial!
Glad you liked it!
I would never have been able to find this option. thx
Total gamechanger for sure - especially with adaptive subdivision
Really good explanation. I like it!
Great tutorial! Thank you for simplifying which node goes where and why! I learned a lot :)
Great to hear!
Roughness and Normal maps should be Non-color or linear to display correctly. If you use assets with baked normal maps and you see seams at UV boundaries make sure to check the textures are in the correct color space.
Yah, I just spent like two hours trying to figure that out
agree...
great tutorial! thank you. Greetings from Colombia
Glad it was helpful!
Helpful concise demonstration, thank you!
Glad you enjoyed it!
Great tutorial
Thank you!
Just a heads up, when using adaptive subdivision, adjusting the levels on the subdivision modifier won't add detail. You set the amount of detail using the dicing scale on the modifier and under the subdivision section in the render settings. Hope this helps.
I agree with this comment - I probably wasn't clear - levels doesn't add detail, but it adjusts the level of detail displayed in the viewport so you can see more detail. Adjusting the dicing is what actually adds detail - you are correct. Thanks :)
HOOOOWHATSUPGUYS - Lol gets me every time. Seriously though, your tutorials are great - informative and straight to the point. Been learning a lot from your videos in the recent months since I started using Blender. Keep it up, dude!
Lol - glad you're liking them :)
Just Perfect!!!. Thank you very much!!
Glad you like it!
excellent tutorial - the first of yours that i've seen - super easy sub :-)
really nice channel you've got going here, dude;
brilliant job you're doing
here's to 100k subs by Christmas!
thanks for sharing your knowledge
Thank you! :)
dude, u r AWESOMEEEEEEE
:)
thank you
great explainer thanks
You are welcome!
Thank you so much 💖
No problem 😊
thankkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkk youuuuuuuuuuu
Watched. Useful, thank you.
Glad it was helpful!
@@TheCGEssentials , kinda on topic, do you use (love, hate, recommend) any of Blender materials "add-ons", so you can have just a bunch of ready mats right there, for initial "looks" testing. Thoughts please?
@@Latvian3Dman I haven't really tested them yet. I have a license for Extreme PBR but haven't been able to download it yet because where I live my internet is really slow and it's a big file. In this video (ua-cam.com/video/cKUQmSFK2Nk/v-deo.html) , Jan just sets them up inside of a Blender file and appends them from that Blender file, which seems pretty easy too. I'm going to do more research once I get the add-on downloaded, but in principle, I think it's a really good idea.
Very useful, thank you :)
Glad it was helpful!
Thanks
Welcome
Does it increase the poli count when using displacement?
There have been some changes since 2.8x -- in 2.93, which i use, there is no "bump and roughness map" selection. Otherwise, I got a lot out of this as I do from all of your tutorials. Thank you.
THANK YOU ^_^
No problem 😊
How can I add this texture in archimesh room
How to change the scale of texture?
Can using in eevee render
so you don't have to crease borders: Subsurf modifier: there is a button change "catmull-clark" to "simple". The alborithm which rounds things up
Yep - you're correct :)
hey im a blender beginner.. I have a problem where u export glt/glf and when i open it from my desktop it isnt the same where i put roughnes the lights can u tell me why?
what is the difference between displacement node vs displacement modifier?
It was annoying every time I heard THEEEEEEEEE CG Essentials. But now after many videos I kind of Like it.
Well it's not going anywhere, so glad you'd starting to like it :)
I have a bit of an issue.
For some reason my material menu doesnt seem to have a section titled displacement.
(it goes > preview >surface > volume > settings > viewport display >custom properties)
So I cant seem to get any height to my texture :/
Are you using Cycles?
@@TheCGEssentials
I think I might have had it set to eevee. I was able to somehow have the menu change and edit the displacement finally. (But then my computer crashed lol).
Sorry I'm still very noob
Very informative, thank you for sharing your knowledge. I have one question, does everyone get this pixelation and noise on the video? I have a high end system and connection.
what do you mean? its viewport render mode of course will be noise until sample completed.
Love your videos. I'm a newbie to blender, but I'm quickly mastering the basics, largely due in part to your vids. A quick question:I'm modeling an aircraft hangar, but it seems no matter how I adjust the texture to the UV map, it still looks stretched out and fuzzy. Is this due to the resolution of the texture? Even subdividing the surface and making the texture smaller doesn't seem to help. Any ideas on what the problem might be? Thanks ahead of time.
Hard to tell without seeing it, but if UV mapping is correct and it's still fuzzy, I would assume it's a resolution issue
please explain each file, or zoom in on your files
15:44 is this avail in eevee?
can u make a video on exporting cad plan in blender and then making it 3d?
I don't understand - you want to export a CAD file into Blender? Or export a CAD file out of Blender?
@@TheCGEssentials i am sorry. I meant load a cad plan in blender
Eso funciona solo en plano de prebregas pero no funciona en ecena de completo solo se lentea el quipo con sudicion
thanks, i m viewer 60.223
Nice turorial but all textures which are not the diffuse map should be set to Non-Color data else they will not look the way they actually should look like.
Thanks!
I applied a texture to my ground, and it did exactly like you prescribed. It physically shifted location in cycles but not in lookdev. I wonder how I should continue to work on the scene, because in look dev, my character is standing on the ground, but in cycles he is buried deep in the ground, which makes it impossible to continue. I don’t know if i missed some parts in the tutorials.
When I drag anything in nothing happens
Appearently, the website name i changed to Poly Heaven
I was wondering about a few things:
With the roughness [metallic] and normal maps, they should be set to non-color, but maps don't always import that way; a lot of times they come in as srgb, and that makes things look horrible. I've watched this on a phone instead of sleeping so I couldn't see that in the video. But to mention that would add to the presentation, imo.
Which normal map is being imported? I work mostly "for" UE4 (its my preferred render engine for animations), and make my maps in SP. They use tangent normal maps. _Of course,_ Blender defaults to use OpenGL, so I actually want to confirm best practices on flipping the green channel and how to verify when you import a random set of textures the included a normal map is working right. If it's a tangent normal I used to use the curves green channel only and switched the points to invert the curve slope. Then I saw the separate rgb and combine rgb, so nowadays I use those and flip the green channel with an invert node and just connect R and B to the sep to comb rgb nodes. What is the definitive way to flip the G in Blender?
What is the best way to see if you have the normal map working right in instances that it's not obvious like a wood grain or something more regular from real life? Sometimes it looks a little random to me and it's way less obvious if I need to flip or not.
With displacement, it's confusing to me because as you crank up the subdiv resolution it defeats the purpose of a texture map. Given your example, I could model the geo of each brick and come in with way less verts than using a displacement map.
Then there's the height map which as best as I understand it is just a scalar form of a normal map but can be used in place of a displacement map, but suffers from the same self defeating geo explosion.
Another map that I came to appreciate because of Decalmachine and trim sheets is AO maps. They really make an obvious improvement to how your texture looks. The packed pink texture I use with a separate rgb node... but then best practices again, good luck. In UE4 it has an AO socket. In Blender, the best I can find to do is take the basecolor, take the AO map... Connect a color ramp to the AO map (that comes in as rgb as a single but non-color in packed textures...ffs) and then combine the basecolor and AO map to a mixRGB node using multiply, and then adjust to my liking. It makes a big difference and I even use the AO node in scene the same way, even though I thought with full GI, AO is calculated in Cycles. That has NOT been my experience. I add the AO node and get better results..
So any feedback or direction or a part II of this tut at least one person in the world would appreciate because as I've been learning HoudiniFX and Blender transitioning from C4D for 6 months now, _The Blender Way_ has made my exploits in Houdini feel easier than ever before (!)
that method is too much processing, computer overload for a surface. Add your Bump image (set to non color) and normal map to a bump vector. Connect the bump vector to the normal socket. Your method is too much processing and is it really needed????
thanks