for all the people that are big mad: thanks for clicking on the video and having to sell a kidney to be able to afford a terrain generater purely for erosion simulation is way too overkill for something like this. If you want to make a mountain sure i agree you should have erosion but for simple terrains like hills or forest ground (you wont even see in the final render) this method works FINE. not to mention this method is really great for fantasy landscapes since a lot of people are already familiar with shader nodes. thanks for watching!! and follow me on instagram
After months of looking for a proper terrain generation software that I won't have to sell my organs to buy, I came back to blender and decided why the fuck not since all the other software are doing the same shit blender does. Terrain gen in blender has always been extremely easy, and most importantly, free of cost. Thanks for coming to my ted talks.
@@rito8617 They're not quite identical, but the musgrave can be reproduced with a few extra nodes You'll need two math nodes and I'd recommend using some value nodes as well. Firstly, plug a math node set to power into the noise texture's roughness, using the lacunarity value as the exponent(take one of the value nodes and use it as the lacunarity input as well as the exponent) from there take the other value node (which serves as your dimension), multiply it by -1, and use the product as the base for the power node. This is the easiest way I found to get the exact functionality of the musgrave texture past blender 4.0.
new to blender here! (literally started a few weeks ago). For anyone having trouble with the plane disappearing when adding the sub division modifier go to Edit Preferences Select Viewport Scroll down to Subdivision, click on the drop down arrow (or the expand icon) Deselect GPU Subdivision It should work correctly after this. Hope that helps.
@@baeacDo you think you could do a tutorial on directional paths with displacement using geometry nodes? i’m having a really hard time getting it to work 😅
This would be good for backgrounds as long as you don't need to instance trees or anything on it. Since there's not actual geometry. I think you could do 90% of it with geometry nodes and the fine details with a normal map to make modeling easier. You've motivated me to try.
Am I correct in saying that this technique of displacing using the micropoly displacement that you achieve with the adaptive subdiv and experimental mode of Cycles.... is like using a multires mod on the plane to get a lot of resolution and later baking that into a low-poly mesh? But if I can get this level of resolution and detail w/o baking... why would I want to bake if I only want to make a static image? I think maybe it would render faster baked? for game assets maybe? anyway, lots of ways to do stuff in Blender. Its cool but also baffling to a beginner sometimes. thx for the tut
I wanted to create a custom landscape so I just created a plane and sculpted it. Sadly something this simple isn't mentioned on any tutorial video and it took my Internet Explorer brain a month to realise something this simple.
I wouldn't say it's the CORRECT way of making landscapes, just one of the ways. Plus sometimes it might be easier for your pc to work with more topology rather then a complex shader which takes a lot of computation. If you wanted to bring this to a nice realistic landscape/render, doing it the way you do might be more power and time consuming then just doing it with topology (sculpting, displacement maps and then baked down, or using tiling textures). Never the less this is one of the ways to do landscape or other stuff, but we shouldn't say this is the CORRECT way to do it, since there is a lot of ways to do it, probably a lot of them better to do then this one.
yeah this is not working for me, maybe it's cos i'm using version 3.3, but at 02.00, musgrave texture height into scale, into displacement, exactly the way you have it there, and mine is flat, stubbornly flat.... is there a plug in that I might have missed? Other than that your tutorial looks amazing
@@akeel_1701 i made a mistake editing with saying height should be in scale but it should still give you displacement. do you have a subdivision on your plane? adaptive subdivision enabled? and did you set your feature set to experimental in cycles? if none of this works please join the discord so i can help you!
Hi! 'm new at game development and i was wondering if it is possible to transfer this to unity or do i need to make models with geometric nodes for that to show up when i import them? Is this way mostly for making videos or pictures rather than enviorment to walk in?
This method is not really useable for Unity. Unity does not support Blender nodes so you would have to bake them as textures and use them as a displacement texture in Unity. There are much easier ways to make playable environments but this is the furthest from that! This method is meant for renders and videos like you say and takes advantage of basically everything that you can't do in a game engine. I hope that helped! Sebastian Lague has a good course about making procedural environments using c#, I recommend that if you want to dive deep into procedural terrains.
do you know how to use the landscape addon that is in blender? I would love a full breakdown how to on that, i saw you had some shorts ill look at but great tips in this video 2, keep on with more environment types! and happy bday
@@baeac yea for me personally I’ll be focusing on mostly animating but will also be getting into indoor and outdoor environments to make those animations look epic! I Was thinking of starting with something like that addon before trying out the paid stuff like true terrain or terrain mixer, I still don’t know which one I should choose for them when I’m ready with that lol but I’ll also get the cg boost environment course as I heard that’s good too
Great tutorial there considering it can be combined with terrain generated in GAEA. By the way, any idea on how to scatter some vegetation on such terrains? Maybe via some geometry nodes setup and height map?
Not possible unless you convert it to a mesh unfortunately. you could do it via geometry nodes but then youd need to remake your terrain and some nodes dont have an equivalent in geonodes. i made a video about landscapes in geometry nodes if youre interested!
hey i have a probleme when i put the musgrave texture nothing happen... same when i modify height. i did all the tutorial 3 time to reach that point; and same thing happen :/
Yeah you can do that but at the edges the displacement might act a little funky. Should be fine if you play with the midlevel and set the strength to something small
This should really be done with geo nodes. I mean each to their own of course but this is just displacement, with geo nodes you can have real geo and expand on this with so much more such as scattering other assets like trees, grass, rocks. Also you set up your displacement wrong and when you corrected it, didn’t mention anything. I only noticed because I saw you set it up wrong and wanted to see if you showed the correction.
@@homborgor nice! I initially thought about it, that there would be no way to distribute elements over the top, but maybe for a more arid image, like fantasy or science fiction, it would be fine. I would like to see more tutorials on geo nodes in landscapes. The learning curve with geo nodes is quite steep.
@@thomas7726 I’ve also found it hard to get into geo nodes, something about telling nodes what to do just gets confusing to me haha. However I have learnt the basics of landscapes in geo nodes. It’s nearly the same as this just with a few more steps and you get soooo much more out of it
try rendering at a higher dicing scale! the system out of gpu memory is based on the vram on your gpu so it does not have to do with your ram. i have a rtx 3060 so i have 12gb of vram and that was enough to render this specific scene.
For a long time, I have wanted to "convert" the result of a material displacement to a mesh object. If I could do this, I could bake the high-resolution textures to an image (I'm thinking top-down planar coordinates) and use them with the model. Then it would be exportable to a game engine. Have you found a way to do this yet?
yes! you can bake the displacement to an image and then use the displace modifier with that image texture to displace the mesh again (but now non-procedurally) and then you can apply the displace modifier! pretty sure that should work like you are describing here
@baeac the tricky part with that is I couldn't replicate the result by baking the displacement to a texture. I tried to reproduce a "floating island" displacement material this way and it didn't look similar at all no matter how I tweaked my bake and displacement modifier settings. It might have something to do with the material having positive and negative displacement (the negative values were flattened). Would you consider making a tutorial on replicating the result as a displacement modifier?
You probably shouldnt do your landscapes in blender anyways you should use a software that has an erosion system.. It's the bare minimum for landscapes.. I think someone created an addon for blender that adds an erosion nodes tho maybe give that a try
Lol did you delete my other comment? I was gonna add on by saying - noise textures are good for getting the general unevenness of a terrain, but not for the fine details of it, which doesn't mimic the features of natural erosion.
Jeez, the number of videos from amateur 3D artists that have authoritative titles ('the CORRECT way') is shocking. This is not a professional way of doing terrains by far... there are programs for terrain generation like World Machine or Gaia that have wind and water erosion nodes that help make the landscape look like geology that exists in nature. Just manipulating noise is not going to get you even close to a realistic-looking terrain. There are even other Blender videos on UA-cam that go over doing erosion with geometry nodes, so you saying that using noise is the all-caps 'CORRECT' way, when it's not even a step most professionals would include, is just poorly-researched. Doing realistic terrains involves the following: 1. Reference and research (this terrain needed a lot more of it) 2. Doing initial sculpting or layering of elements (NOT starting with random noise--find me a terrain that looks like mountains of random sizes scattered randomly next to each other at perfectly Perlin scales) 3. Making sure the above process is relatively non-destructive so you can adjust where those elements are later (using a noise texture defeats the purpose of this, and lacks control) 4. Using some kind of terrain tool (Gaia, World Machine, Houdini, Blender if you have to) to do the procedural erosion (again, non-destructive) 5. Getting maps of different parts of the erosion, slope, elevation, etc. out of the terrain tool and using them for texturing (keeping as non-destructive as you can so you can move through these steps fluidly) 6. Using pre-existing assets to scatter other elements like rocks, smaller formations, etc., even going so far as to scatter them in non-destructive ways so they stay with nearby elements that you might move in steps 2 or 3.
Before you comment something like this, you might want to think a little. The color ramp node is the least procedural node in Blender. You can't drive the values on the color ramp dynamically, you can't change the sliders in a group node, the values are clamped to 0-1, etc. I avoid it so I can always change everything I want from the group node/geonodes modifier. Why should I even be forced to use a color ramp node? What's wrong with not using a color ramp node? What's wrong with you? I recommend the donut tutorial by Blender Guru to get you started in Blender so you don't comment stupid things like this in my comment sections.
Well, your video is a very good intro about using procedural noises to create terrain. This is nothing new, of course, but it's always a good intro for beginners. Keep it up, your videos will only get better!. Just one criticism. You should have the expertise to show a more elaborate result than that.
for all the people that are big mad: thanks for clicking on the video and having to sell a kidney to be able to afford a terrain generater purely for erosion simulation is way too overkill for something like this. If you want to make a mountain sure i agree you should have erosion but for simple terrains like hills or forest ground (you wont even see in the final render) this method works FINE. not to mention this method is really great for fantasy landscapes since a lot of people are already familiar with shader nodes. thanks for watching!! and follow me on instagram
haven’t used blender in a year now, but i still remembered getting erosion (and a couple other things) using a free addon
what r u babbling about
And amazing useful for mountains in the distance! Thank you :)
(Will try to make a sandstorm / desert scene with the fog)
After months of looking for a proper terrain generation software that I won't have to sell my organs to buy, I came back to blender and decided why the fuck not since all the other software are doing the same shit blender does. Terrain gen in blender has always been extremely easy, and most importantly, free of cost. Thanks for coming to my ted talks.
Musgrave texture now have another name, Noise texture.
thx
Life saver bro.
@@rito8617 They're not quite identical, but the musgrave can be reproduced with a few extra nodes
You'll need two math nodes and I'd recommend using some value nodes as well.
Firstly, plug a math node set to power into the noise texture's roughness, using the lacunarity value as the exponent(take one of the value nodes and use it as the lacunarity input as well as the exponent) from there take the other value node (which serves as your dimension), multiply it by -1, and use the product as the base for the power node.
This is the easiest way I found to get the exact functionality of the musgrave texture past blender 4.0.
Never even considered putting the emission shader into the volume! Great technique! Thank you!
Glad it was helpful!
new to blender here! (literally started a few weeks ago). For anyone having trouble with the plane disappearing when adding the sub division modifier
go to Edit
Preferences
Select Viewport
Scroll down to Subdivision, click on the drop down arrow (or the expand icon)
Deselect GPU Subdivision
It should work correctly after this. Hope that helps.
did he specifiy that the plane has to be sub divided?
That’s so sick
As someone who is new to blender it’s mind blowing how people use the nodes
And overwhelming as well
im making a guide to using the shader nodes and also geonodes!!
@@baeacDo you think you could do a tutorial on directional paths with displacement using geometry nodes? i’m having a really hard time getting it to work 😅
That looks sick, straight forward and easy to follow. Subscribed!
Stunning. Can't wait to give it a go.
Hopefully my mac studio max (30gb)will cope
Happy belated birthday
Happy birthday, Baeac! :)
thanks!!!
This would be good for backgrounds as long as you don't need to instance trees or anything on it. Since there's not actual geometry. I think you could do 90% of it with geometry nodes and the fine details with a normal map to make modeling easier. You've motivated me to try.
yup trees would be hard! id dwitch to geonodes for that but this works really well for quick procedural canyons or deserts
looks very nifty !!
Happy birthday,long life and prosperity
Happy Birthday
Happy Birthday by the way!
Happy Birthday!
Happy birthday Baeac ^0^
Great content man. Love the humor in the there too.
Happy Birthday !! (even though im kinda late : )
Very cool process. I like the use of “fake” geometry
Wishing you a great birthday and year ahead....May God grant you enough of all that you wish and dream of!!!
late happy birthday to you mate
Happy Belated Bdayy
Happy very belated birthday! 🎉
Amazing tutorial! Helped me a lot!
Happy b-Day!!!
Happy birthday sir and sorry for late.
im sory if its late but happy bday you were very helpful
Epic!! Thank you for the tutorial! 🥰
🔥🔥🔥Keep it up, nice tutorial!!
Happy Birthday 🥳❤
thank you!!!!
Am I correct in saying that this technique of displacing using the micropoly displacement that you achieve with the adaptive subdiv and experimental mode of Cycles.... is like using a multires mod on the plane to get a lot of resolution and later baking that into a low-poly mesh? But if I can get this level of resolution and detail w/o baking... why would I want to bake if I only want to make a static image? I think maybe it would render faster baked? for game assets maybe? anyway, lots of ways to do stuff in Blender. Its cool but also baffling to a beginner sometimes. thx for the tut
im pretty sure this is faster to render but if you want to export it you have to bake it and then it wpuld get messy
@baeac ok, I'm still in newbie land. Trying to sort through thousands of blender tutorials and it all blends together. Blends... together. Heh
thx so much dude! hi from colombia
Really nice!!
I wanted to create a custom landscape so I just created a plane and sculpted it. Sadly something this simple isn't mentioned on any tutorial video and it took my Internet Explorer brain a month to realise something this simple.
Thank you! Amazing tutorial
Glad it was helpful!
Nice tutorial bro. u got a sub ❤
So cool!!! Thank you so much!!!!
For 3d printing stl export, how do I go about filling out the mountains etc.?
You got a sponsor, congratulations
Damn that looks amazing thank you for sharing
好棒的审美!
Thank you so much!!
I wouldn't say it's the CORRECT way of making landscapes, just one of the ways. Plus sometimes it might be easier for your pc to work with more topology rather then a complex shader which takes a lot of computation. If you wanted to bring this to a nice realistic landscape/render, doing it the way you do might be more power and time consuming then just doing it with topology (sculpting, displacement maps and then baked down, or using tiling textures). Never the less this is one of the ways to do landscape or other stuff, but we shouldn't say this is the CORRECT way to do it, since there is a lot of ways to do it, probably a lot of them better to do then this one.
i agree
happy belated birthday by 2 weeks!!!
9:40
What do you mean by "a nice one this time"? That made me sad
yeah this is not working for me, maybe it's cos i'm using version 3.3, but at 02.00, musgrave texture height into scale, into displacement, exactly the way you have it there, and mine is flat, stubbornly flat.... is there a plug in that I might have missed? Other than that your tutorial looks amazing
did you change displacement setting to displacement and bump in the material setting?
@@baeac hi, I tried with bump only, displacement only and displacement and bump. and in all three cases it was flat
@@akeel_1701 i made a mistake editing with saying height should be in scale but it should still give you displacement. do you have a subdivision on your plane? adaptive subdivision enabled? and did you set your feature set to experimental in cycles?
if none of this works please join the discord so i can help you!
I cant displace the plane vertically. when i tone up the height i only get darker blotches. any tips on how to fix this?
Hey man i love your videos
Thanks for watching!!!
How to get that sun texture please mine just looks plane without shadows
Wishing you a great birthday and year ahead filled with God's blessings and enough of all that you wish for !!!
Hi! 'm new at game development and i was wondering if it is possible to transfer this to unity or do i need to make models with geometric nodes for that to show up when i import them? Is this way mostly for making videos or pictures rather than enviorment to walk in?
This method is not really useable for Unity. Unity does not support Blender nodes so you would have to bake them as textures and use them as a displacement texture in Unity. There are much easier ways to make playable environments but this is the furthest from that! This method is meant for renders and videos like you say and takes advantage of basically everything that you can't do in a game engine. I hope that helped!
Sebastian Lague has a good course about making procedural environments using c#, I recommend that if you want to dive deep into procedural terrains.
do you know how to use the landscape addon that is in blender? I would love a full breakdown how to on that, i saw you had some shorts ill look at but great tips in this video 2, keep on with more environment types! and happy bday
Ohh ill definitely make a video about that!! i didnt know if people would want that
@@baeac yea for me personally I’ll be focusing on mostly animating but will also be getting into indoor and outdoor environments to make those animations look epic! I Was thinking of starting with something like that addon before trying out the paid stuff like true terrain or terrain mixer, I still don’t know which one I should choose for them when I’m ready with that lol but I’ll also get the cg boost environment course as I heard that’s good too
@@BrandonBloxBBI have been taking the CGboost environments course over the last few months. I would 100% recommend it!
@@savageopress1753 thanks for the suggestion
awesome
Great tutorial there considering it can be combined with terrain generated in GAEA. By the way, any idea on how to scatter some vegetation on such terrains? Maybe via some geometry nodes setup and height map?
Not possible unless you convert it to a mesh unfortunately. you could do it via geometry nodes but then youd need to remake your terrain and some nodes dont have an equivalent in geonodes. i made a video about landscapes in geometry nodes if youre interested!
i like it. thanks
hey i have a probleme when i put the musgrave texture nothing happen... same when i modify height. i did all the tutorial 3 time to reach that point; and same thing happen :/
did you enable displacement and bump in the material settings? did you add a subdivision surface modifier set to adaptive subdivision?
very cool! I cant seem to figure out how to get the "add" node... I try searching "add" but I only come up with an add shader.
its a math node! its just set to add by default
thank you so much ... that helps... Im following your tutorial slowly and learning a lot!
@@baeac
Can I do this on a Cylinder not plane? Can I gen a texture for this mesh including normal texture and color texture?
Yeah you can do that but at the edges the displacement might act a little funky. Should be fine if you play with the midlevel and set the strength to something small
We need to know see your keyboard button what you clicked pls
WAS THE 420 LIKE POG Cheers G w Video :))
This should really be done with geo nodes. I mean each to their own of course but this is just displacement, with geo nodes you can have real geo and expand on this with so much more such as scattering other assets like trees, grass, rocks. Also you set up your displacement wrong and when you corrected it, didn’t mention anything. I only noticed because I saw you set it up wrong and wanted to see if you showed the correction.
please refer me to a proper video
@@jovannemarquis6623 I think I’m just gonna make one man, I’m sick of seeing people teaching mistakes
@@homborgor nice! I initially thought about it, that there would be no way to distribute elements over the top, but maybe for a more arid image, like fantasy or science fiction, it would be fine. I would like to see more tutorials on geo nodes in landscapes. The learning curve with geo nodes is quite steep.
@@thomas7726 I’ve also found it hard to get into geo nodes, something about telling nodes what to do just gets confusing to me haha. However I have learnt the basics of landscapes in geo nodes. It’s nearly the same as this just with a few more steps and you get soooo much more out of it
is there any way to turn something like this into a mesh?
how to export it tho ? this looks like nothing but a flat plane on FBX files
yeah this method is not meant for exporting outside of blender! you could do the same thing in geometry nodes and get the same result
God!
Well, I liked it a lot.
Does a mountain like this, made with displacement, require fewer rendering resources than a mesh?
I did it on a potato PC so it may be fine.
im pretty sure its faster in the viewport but i dont have sufficient data to back that up,, worked smoother for me tho!!
But how did you add in?
Doesn't work for me, I get the mountains but they don't look exactly like yours
@3:05 what node is that exactly? I'm not getting anything that looks like the Add one you added.
its a math node! the default is just the add operation
Great tutorial but could not rende....system says...out of GPU memory?? 16gb DDR5 ram on a Asus rog strix with nvidia rtx and ryzen processor
try rendering at a higher dicing scale! the system out of gpu memory is based on the vram on your gpu so it does not have to do with your ram. i have a rtx 3060 so i have 12gb of vram and that was enough to render this specific scene.
@@baeac Thanx for the reply. Will try it out and let you know
How do you get access to that "content gap" thing?
analytics > research and there you can sort by content gaps
@@baeac thanks!
very cool thanc
For a long time, I have wanted to "convert" the result of a material displacement to a mesh object. If I could do this, I could bake the high-resolution textures to an image (I'm thinking top-down planar coordinates) and use them with the model. Then it would be exportable to a game engine. Have you found a way to do this yet?
yes! you can bake the displacement to an image and then use the displace modifier with that image texture to displace the mesh again (but now non-procedurally) and then you can apply the displace modifier! pretty sure that should work like you are describing here
@baeac the tricky part with that is I couldn't replicate the result by baking the displacement to a texture. I tried to reproduce a "floating island" displacement material this way and it didn't look similar at all no matter how I tweaked my bake and displacement modifier settings. It might have something to do with the material having positive and negative displacement (the negative values were flattened). Would you consider making a tutorial on replicating the result as a displacement modifier?
I was also going to say just bake the textures but would love a tutorial, too. I'm sure I could learn something new. @@baeac
how do you get this to work in blender 4.1
same steps really
Does this work in every version?
yes it does, the musgrave texture that he uses at the start is now named "Noise Texture" it works in the exact same way from what I see.
not working for me
How did u add a new node
shift+a
how did you add the 'add' node, i cant find it anywhere@@baeac
You probably shouldnt do your landscapes in blender anyways you should use a software that has an erosion system.. It's the bare minimum for landscapes.. I think someone created an addon for blender that adds an erosion nodes tho maybe give that a try
might be a little overkill for a simple render
And now Musgrave deleted from Blender.
YEP! THX BLENDER!
its now called the noise texture node
@@Dinoboy_071 but noise texture don't have dimension options.
cooooooooooooooooooooooool
Lol did you delete my other comment? I was gonna add on by saying - noise textures are good for getting the general unevenness of a terrain, but not for the fine details of it, which doesn't mimic the features of natural erosion.
no i didnt remove any comment? but yeah thats right but if you want to get 100% realism you should just photoscan honestly
To be or not to be shal dal
Jeez, the number of videos from amateur 3D artists that have authoritative titles ('the CORRECT way') is shocking. This is not a professional way of doing terrains by far... there are programs for terrain generation like World Machine or Gaia that have wind and water erosion nodes that help make the landscape look like geology that exists in nature. Just manipulating noise is not going to get you even close to a realistic-looking terrain. There are even other Blender videos on UA-cam that go over doing erosion with geometry nodes, so you saying that using noise is the all-caps 'CORRECT' way, when it's not even a step most professionals would include, is just poorly-researched.
Doing realistic terrains involves the following:
1. Reference and research (this terrain needed a lot more of it)
2. Doing initial sculpting or layering of elements (NOT starting with random noise--find me a terrain that looks like mountains of random sizes scattered randomly next to each other at perfectly Perlin scales)
3. Making sure the above process is relatively non-destructive so you can adjust where those elements are later (using a noise texture defeats the purpose of this, and lacks control)
4. Using some kind of terrain tool (Gaia, World Machine, Houdini, Blender if you have to) to do the procedural erosion (again, non-destructive)
5. Getting maps of different parts of the erosion, slope, elevation, etc. out of the terrain tool and using them for texturing (keeping as non-destructive as you can so you can move through these steps fluidly)
6. Using pre-existing assets to scatter other elements like rocks, smaller formations, etc., even going so far as to scatter them in non-destructive ways so they stay with nearby elements that you might move in steps 2 or 3.
I would love to see a tutorial with these steps, on Blender!
You didn't even use a color ramp? You might wanna try taking a few beginner's tutorials before you start making tutorials yourself.
Before you comment something like this, you might want to think a little. The color ramp node is the least procedural node in Blender. You can't drive the values on the color ramp dynamically, you can't change the sliders in a group node, the values are clamped to 0-1, etc. I avoid it so I can always change everything I want from the group node/geonodes modifier. Why should I even be forced to use a color ramp node? What's wrong with not using a color ramp node? What's wrong with you? I recommend the donut tutorial by Blender Guru to get you started in Blender so you don't comment stupid things like this in my comment sections.
this looks BAD and its not "DIFFERENT" at all. just stop with the clickbait man. jfc
Well, your video is a very good intro about using procedural noises to create terrain. This is nothing new, of course, but it's always a good intro for beginners. Keep it up, your videos will only get better!.
Just one criticism. You should have the expertise to show a more elaborate result than that.
Hello Dear Baeac .. i have just subscribed your channel , i hope it will help you to stay this channel healthy and active
6:33