That seems like a pretty cool idea for getting loads of brick walls for extremely low memory cost. No modeling of the actual bricks which would create tons of faces and a simple brick outline texture to create the borders. Thx
I found out if we wanted to change back to cycle (supported) while maintaining the realistic texture of the brick. At the subdivision modifier (simple), set the number to 8 (8 works for me, the higher the number the better it looks) for both levels viewport and render.
I love how when you follow the instructions exactly but Blender doesn't work correctly. I cannot get any displacement at all. I've not even bothered to try anything past just the brick texture and displacement nodes.
No. It doesn't. And every time they bring out a new version, they change some little thing somewhere to make it hard for people. 4.1 for example. There's no Subsurface IOR in the 4.1 Principle BSDF.
As I understand it, the "adaptive subdivision" is to limit the division to where you are focused to save processing. I'm wanting to use this to create baked maps to take back into EEVEE for shaders for animation, shouldn't that be off in that case?
I think it would work, as long as you UV unwrapped the boolean object to match the scale of the wall and applied the same material. You'll need the boolean underneath the subsurface in the modifier stack and you may have to invert the normals of the boolean object for the bricks to face the right way.
When I try to render I get a GPU out of memory error - this HAS to be because of the experimental mode turned on? Edit: I got it to work with 4.2. The error happens with 4.1
can you please show if i can make it on some parts of the object? ex. i extruded one object into the whole house and i want bricks only on bottom part of the house
Just started Blender again and your tuts are great. Thanks a bunch for your dedication and unique style of teaching 🙏
You do not have, buy me a coffee option, on your wall of supportoptions..?
That seems like a pretty cool idea for getting loads of brick walls for extremely low memory cost. No modeling of the actual bricks which would create tons of faces and a simple brick outline texture to create the borders. Thx
Great tutorial. That UV unwrap transformation was 🔥🔥
2:13
Settings > Displacement
I think it is not available in update 4.0
yeah i cant even find the experimental option for cycles
Displacement only doesn't work on 4.2
I really thiught this wanna gonna be a geo-nodes tutorial..... Thankyou for everything you do sir.
Leave it to CG matter to always drop a video in stuff I was literally wandering how to do
I found out if we wanted to change back to cycle (supported) while maintaining the realistic texture of the brick. At the subdivision modifier (simple), set the number to 8 (8 works for me, the higher the number the better it looks) for both levels viewport and render.
I love how when you follow the instructions exactly but Blender doesn't work correctly. I cannot get any displacement at all. I've not even bothered to try anything past just the brick texture and displacement nodes.
I just had the same problem but you gotta be at the Render viewport to see any displacement
@@inner_depths THANK U
@@inner_depths i cannot see the displacement in render view also
Aren't you able to procedurally UV-unwrap it using geo nodes as well? :))
ua-cam.com/video/e0CSDV3vibI/v-deo.html
will adaptive subdivision ever leave experimental? we may never know
Exactly what I was looking for
Doesnt seem to work in 4.1
No. It doesn't. And every time they bring out a new version, they change some little thing somewhere to make it hard for people. 4.1 for example. There's no Subsurface IOR in the 4.1 Principle BSDF.
I have change displacement scale but not effect into height of surface. My blender 3.2
Great tutorial 👍🏽
Make Brick watching ❌
Brick while watching ✅
ayoo💀💀💀
What's the most efficient way to add noise to the mortar so the bricks dont have perfect edges
Awesome - thanks buddy ❤
Who was here when he made the geometry nodes brick wall 🧱 💯💯
Would you kindly point me to the link? i can't find it in my history or via search .
Is it possible to turn it into actual geometry and then exported for other softwares??
As I understand it, the "adaptive subdivision" is to limit the division to where you are focused to save processing. I'm wanting to use this to create baked maps to take back into EEVEE for shaders for animation, shouldn't that be off in that case?
Hi! At 3:20 the color-ramp only changes the whole of the bricks colors, instead of randomizing them when a second color is added. Any tips?
Excellent tutorial? How does it cope with booleon windows?
I think it would work, as long as you UV unwrapped the boolean object to match the scale of the wall and applied the same material. You'll need the boolean underneath the subsurface in the modifier stack and you may have to invert the normals of the boolean object for the bricks to face the right way.
doesnt work in 4.2
Thank YOU!!!
why is your background different from mine in viewport shading???
When I try to render I get a GPU out of memory error - this HAS to be because of the experimental mode turned on?
Edit: I got it to work with 4.2. The error happens with 4.1
My displacement doesn't work, can anyone help? The surface setting is Displacement and Bump
I managed to get mine to work by adding a displacement modifier to the object. Could not figure it out for a while until I read a random book.
oh yea and subdivide the plane a billion times
Turn on viewport shading in the top right corner.
thanks!
Doesn't work with 4.1.
🧱🧱🧱🧱🧱🧱
can you please show if i can make it on some parts of the object? ex. i extruded one object into the whole house and i want bricks only on bottom part of the house
ps thanks for tut :D
Hey any updates for Curvify in the coming time? ^^
what is your PC setup?
only cycles :(
Nop, you can have displacement in eevee too, i jave a video about it
Sometimes someone return to origins.
too hard to do it omfg
cool
best