Instead of destructively combining objects to transfer modifiers, you can just select the mesh you want the modifiers copied to, and then shift + select the one with the modifiers you want and hit CTRL + L and click "Copy Modifiers" and it will copy them over non-destructively.
Thanks for sharing, I do some research on multiple sources when i want to get specific results and often don't note that down. After some experimentation and making use out of it, I share it with others hoping that it'll make it easier for people to understand :)
thnx really needed that to make a good base for a turntable, applied the subdiv handpainted it, and used a free moss generator and boom cozy forest floor
Great tutorial! Curious - you added 4 math noes. What were these acting on, and what were they accomplishing? Why did you choose the nodes you chose? 1. Add 2. Multiply 3. Add 4. Modulo
Awesome look! However, if I try to extrude a wall up for a building, my computer sounds like it wants to make fried rice. Any way to reduce computing stress?
Note for anyone in the future: The math node into color setup only works in cycles, so its not just a matter of adjusting numbers for Eevee, you'll need to do some bigger changes.
It's a little frustrating how the renders behave so differently, although it is understandable since one is real-time render and another is ray-traced.... Thanks for sharing this info!
@@3DTudor for sure, and definitely not on you or anything, you said right up front you were going to use cycles. I was deliberately trying to get it to work with Eevee instead. I was just sitting there for about 15 minutes trying to see if maybe I wasn't squeezing the sliders together in exactly the right millimeter of space before I went to check that and it immediately started looking as advertised. Just hoping to save someone 15 minutes of their own lol
@@3DTudor oh got it! Thanks a loti will try asap 👍 is there a difference between upscaling in object mode and doing so by selecting all vertices/ faces?
Can anyone help? Whenever I tried doing the part with musgrave and the color ramp it just looked different compared to the tutorial and it’s been like that for every stone wall I’ve been trying to make
Hi, within the modifiers tab, there are a couple buttons at the top of each modifier showing you where they can be visible within. One button allows the modifier to be seen within render, make sure it is always ticked on. Hope this helps :)
Hey following this a year later trying to make some 3d prints, any recommendation on how to flatten the bottom so dont have the texture going on the unseen parts?
I have a question, if I wanted to make this game ready I would need a high poly and a low poly, which modifiers would I need to change in order to retain the rocky bumps on the low poly so that I can bake the mesh for use in Substance Painter?
The best way for this case would probably be to add another decimate modifier to a duplicate version of a mesh. This will help you get low poly model, Just make sure to apply modifiers and get UV unwrap first, before texturing.
Why doesn't it work when I tried to make those multiple colors to test the position of the colors? Edit: Nvm, those math nodes are confusing (the variables should be the bottom and the veins should be on the top {the value part})
this tutorial is amazing! But somehow when I turn the units into milimeters (for 3d printing purpose) and try the instructions on a 100x100x100 milimeters cube, it doesnt work... does someone eventually know why that is?
Unfortunately, this is purely for Blender, with all of its shaders and material setup, you can't directly convert it to seamless texture. You can export a mesh that makes use of this but to set it as seamless texture would require projection from mesh I reckon.
You can if you do one of two things. Either use decimates modifier or you could use nanite in unreal engine 5. Other than that you could bake out these rocks and use them as the high poly which would give you a very good result. Hope this helps :)
Not actually sure as I think that is the new version of Blender and I will be honest this is an older tutorial now. Just not gotten around to update it :)
Does this work with importing to Unreal? I followed the tutorial and everything works. But when I try importing it to Unreal, it keeps the overall texture but is somehwat transparent and light blueish.
Its a shader so it cant be exported but the mesh can be exported just apply the modifier stack from the top. to be honest if you were painting it outside of Blender you would get a better result for sure this is a quick way withing Blender itself :)
@@KalponicGames Not easily nope but it isn't designed for that really were as substance painter is designed for painter and substance designer for creating textures. They all have their role. It all depends on what the end goal is. If you want to create game assets you will have to learn other software but if your working in let's say in architecture you could probably render everything out in Blender. Also, let us not forget Blender is being used more and more in the industry to create models. Hope this answers some questions :)
@@3DTudor I believe blender will become more like substance painter becouse I dont want to learn new program. I love blender and I wish all could be possible with blender.
I'm on blender 4.2.3, how do I don't get the same visual ?! It's driving me mad and crazy XD and I don't even have the "Normal" menu in the Data.... I don't get it
With the new Blender, they made Shade autosmooth to be part of modifier, when you use it, make sure it is set at the top of modifiers tab. I think that's the only part that needs to be adjusted.
One thing i really really dislike about blender is that every year or so it seems that they just change stuff around. For example Mix RGB doesnt seem to exist anymore; there is mix.. but that doesnt seem to be the same thing. Shift+A also doesnt seem to work to add the nodes.
Yes, they keep updating and changing certain workflows which makes it difficult to follow... in keymap settings you can change up key bindings which is kinda useful in this regard
Drinking Game*: Drink every time the word "actual" or "actually" is used. *Caveat: This will actually kill you. Besides that, it's actually a great tut 👍
Haha, I totally get the struggle with too many modifiers on an RTX 2070! I used to have a 2070 Super, and it was absolutely amazing for Blender-handled pretty much anything I threw at it. Gotta love a powerful GPU!
⭐Check out the Best Selling Blender Animation course on Udemy - www.udemy.com/course/blender-3d-rigging-animation/?referralCode=39A1E0B8F07B474DFE0F
Absolutely steller tutorial.
Glad you liked it!
Instead of destructively combining objects to transfer modifiers, you can just select the mesh you want the modifiers copied to, and then shift + select the one with the modifiers you want and hit CTRL + L and click "Copy Modifiers" and it will copy them over non-destructively.
Great Tip :)
Newb question, if I duplicate the cube several times, is there a way to randomize this pattern so they dont look exactly the same?
Brilliant job and very helpful ❤
Glad it was helpful!
Doing the Blender Boot camp. I was stuck and about 1 minute in I saw you change the Subdivision from Catmull clark to Simple. Boom! Fixed my problem.
Awesome, glad to hear you got it fixed. Thank you for taking the course :)
Wow!! The cube mesh looks brilliant! Well done - will be following this tutorial to the letter! Thanks ;D
Glad you like it!
Hey @HeyBear! Just wanted to say our daughter loved your videos! So awesome to see you commenting here
this is GOLD. pure GOLD. thank you !! so easy to follow. and the results are stunning!!!!
So glad to hear it!
this is simple and the results are great, thanks
Thanks for the comment :)
Nice tutorial! You forgot to mention the original tutorial on procedural rocks by Alchemica, at least I first saw the method there.
Thanks for sharing, I do some research on multiple sources when i want to get specific results and often don't note that down. After some experimentation and making use out of it, I share it with others hoping that it'll make it easier for people to understand :)
Thank you SO much. I was finally able to recreate a furnance I saw in a game. Absolutely top tutorial!!
Glad I could help!
thnx really needed that to make a good base for a turntable, applied the subdiv handpainted it, and used a free moss generator and boom cozy forest floor
Nice work! Good job on iterating this for your own project sounds like it looks very nice :)
Nice work, I’ve been hunting around for a good tutorial that was easy to follow and has a great outcome. Thanks so much!
It was my pleasure!
Thank you, this is really cool!
I'm planning on using this to create meshes for a game I'm making in Unity!
Go for it! ^^
Brilliant tutorial - I subscribed!
Thank you! ^^
Great tutorial!
Curious - you added 4 math noes. What were these acting on, and what were they accomplishing? Why did you choose the nodes you chose?
1. Add
2. Multiply
3. Add
4. Modulo
Awesome tutorial! Definately going to try this and apply it to a scene I'm working on. Thanks for sharing and great job!
Thanks for the comment lots more to come this month :)
I love stylised ways, your tutorial has realy inspired me and made things more simple for me to do, Thank you :)
I'm so glad!
amazing
Thank you! Cheers!
Magnifique, vraiment un chouette tuto, merci beaucoup et très bonne journée
merci beaucoup!
Thanks i was looking for this ❤❤❤
No problem 😊
very helpful, thanks
Glad it was helpful!
Super technic!!! Thanks a lot for sharing)))
Thank you! Cheers!
Awesome look! However, if I try to extrude a wall up for a building, my computer sounds like it wants to make fried rice. Any way to reduce computing stress?
Yes click the little computer in the modifiers tab before extruding them :) Also, you can try reducing the subdivision modifier.
Excellent! It would be cool if you could get something like that for wood or generally other materials :D
Thanks for the idea!
Good result. I wonder how many words you spoke in this tutorial ? Man ! :O)
A lot XD Takes some explaining!
Brilliant! Exactly what I needed
Good to hear! ^^
it's so easy to follow.
Thanks!
Note for anyone in the future: The math node into color setup only works in cycles, so its not just a matter of adjusting numbers for Eevee, you'll need to do some bigger changes.
It's a little frustrating how the renders behave so differently, although it is understandable since one is real-time render and another is ray-traced.... Thanks for sharing this info!
@@3DTudor for sure, and definitely not on you or anything, you said right up front you were going to use cycles. I was deliberately trying to get it to work with Eevee instead. I was just sitting there for about 15 minutes trying to see if maybe I wasn't squeezing the sliders together in exactly the right millimeter of space before I went to check that and it immediately started looking as advertised. Just hoping to save someone 15 minutes of their own lol
very helpful! my only issue is the parameters of the modifier do not work the same if i want to upscale the base mesh!
After rescaling, you need to apply scale to get the results (Ctrl + a)
@@3DTudor oh got it! Thanks a loti will try asap 👍 is there a difference between upscaling in object mode and doing so by selecting all vertices/ faces?
Can anyone help? Whenever I tried doing the part with musgrave and the color ramp it just looked different compared to the tutorial and it’s been like that for every stone wall I’ve been trying to make
Hard to say without seeing it, might be needing transformations needing to be applied? (ctrl + a)
This tutorial was amazing! Everything was well explained and shown. You've got a sub from me. Keep up the great work!
Thanks, will do!
Thanks Man 🙏🙏🙏
Any time! ^_^
Can I stop it stretching, so if I have a long cube it repeats rather than elongating the rocks? Awsome tutorial.
Yes you can just reset transformations with ctrl+a :)
i get so excited everytime you post a Video! i learned so much from your Tutorials
Thanks so much this helps motivate me to create more :)
tutorial is so fun and easy, thank you so much!!!
Glad it was helpful!
Hello, this video is super good, when I render it looks flat and strange, not with this rocky texture, what am I doing wrong? thank you!
Hi, within the modifiers tab, there are a couple buttons at the top of each modifier showing you where they can be visible within. One button allows the modifier to be seen within render, make sure it is always ticked on. Hope this helps :)
thnx a lot for the tutorial!
No worries! ^^
Hey following this a year later trying to make some 3d prints, any recommendation on how to flatten the bottom so dont have the texture going on the unseen parts?
After applying the modifier, you can use bisect tool :)
@@3DTudor Let me try that, I originally tried doing boolen removal but just made the pattern super long on the top like printing a long rock
Sadly cannot get a clean cut with the bisect tool it keeps removing everything, or just not being a perfectly straight line.
this is so good, for real
Thank you!! :)
I hope this isn't a stupid question, but can this texture be applied as a material
to anything, say like a wall?
There are no stupid questions, we are all learning after all :) And yes, you can apply this material on any 3D mesh, including walls!
I have a question, if I wanted to make this game ready I would need a high poly and a low poly, which modifiers would I need to change in order to retain the rocky bumps on the low poly so that I can bake the mesh for use in Substance Painter?
The best way for this case would probably be to add another decimate modifier to a duplicate version of a mesh. This will help you get low poly model, Just make sure to apply modifiers and get UV unwrap first, before texturing.
Why doesn't it work when I tried to make those multiple colors to test the position of the colors?
Edit: Nvm, those math nodes are confusing (the variables should be the bottom and the veins should be on the top {the value part})
this tutorial is amazing! But somehow when I turn the units into milimeters (for 3d printing purpose) and try the instructions on a 100x100x100 milimeters cube, it doesnt work... does someone eventually know why that is?
Did you revet the transformation. Also you could create and the scale :)
@@3DTudor thanksa lot! It worked!!!
Love the tutorial ! Really helpfull , simple and easy to understand
Happy to hear that!
i tried to create a medieval looking wall, but cant figure out how to cut out shapes with these modifiers on, it always looks crooked
Hi mate ! There is a way to create this noise "seamless" ?
I ask cause it can help me for my 3D tilemap for my game project ^^
Unfortunately, this is purely for Blender, with all of its shaders and material setup, you can't directly convert it to seamless texture. You can export a mesh that makes use of this but to set it as seamless texture would require projection from mesh I reckon.
Would the mesh created with this method work as game assets? They seem to have a lot of geometry
You can if you do one of two things. Either use decimates modifier or you could use nanite in unreal engine 5. Other than that you could bake out these rocks and use them as the high poly which would give you a very good result. Hope this helps :)
@@3DTudor Thank you, it does! I'll experiment and see what works best.
This is great thanks! How would you make the top of the rock flat?
By playing around with 'color ramp' on texture, you are able to cut off the height map in a way that it would give you flat rocks :)
@@3DTudor Thanks!
so my blender has two modulo floored and truncated, Which one do i have to use?
Not actually sure as I think that is the new version of Blender and I will be honest this is an older tutorial now. Just not gotten around to update it :)
Does this work with importing to Unreal? I followed the tutorial and everything works. But when I try importing it to Unreal, it keeps the overall texture but is somehwat transparent and light blueish.
Hi Fleming, it's hard to say the exact reason from only description itself, you might need to adjust the material within unreal engine :)
Great video! Would we be able to bake the mesh onto a texture/normal map?
You could have a high poly mesh and bake the detail onto low poly to get the normal map out of it :)
So how we export this as texture? Or we export this as mesh to be used?
Its a shader so it cant be exported but the mesh can be exported just apply the modifier stack from the top. to be honest if you were painting it outside of Blender you would get a better result for sure this is a quick way withing Blender itself :)
@@3DTudor I guess substance designer is more for making textures. Can you make textures in blender like this one?
@@KalponicGames Not easily nope but it isn't designed for that really were as substance painter is designed for painter and substance designer for creating textures. They all have their role. It all depends on what the end goal is. If you want to create game assets you will have to learn other software but if your working in let's say in architecture you could probably render everything out in Blender. Also, let us not forget Blender is being used more and more in the industry to create models. Hope this answers some questions :)
@@3DTudor just making game assets. Making a game is hard to many software n too many things 😅
@@3DTudor I believe blender will become more like substance painter becouse I dont want to learn new program. I love blender and I wish all could be possible with blender.
holy shit amazing tutorial
Glad to hear you liked it! ^^
How do I import this material to unity?
The easiest way would be to export a mesh with modifiers applied :)
I'm on blender 4.2.3, how do I don't get the same visual ?! It's driving me mad and crazy XD
and I don't even have the "Normal" menu in the Data.... I don't get it
With the new Blender, they made Shade autosmooth to be part of modifier, when you use it, make sure it is set at the top of modifiers tab. I think that's the only part that needs to be adjusted.
@@3DTudor I actually don't apply any shade smoother for this to focus on the potential problem... Still not found it >.
Right Click and press Auto-Smooth if you can't find it and it will show up on your modifiers
One thing i really really dislike about blender is that every year or so it seems that they just change stuff around. For example Mix RGB doesnt seem to exist anymore; there is mix.. but that doesnt seem to be the same thing. Shift+A also doesnt seem to work to add the nodes.
Yes, they keep updating and changing certain workflows which makes it difficult to follow... in keymap settings you can change up key bindings which is kinda useful in this regard
@@3DTudor Indeed. I really wish they didn't. Improving is great, but you can't just keep (re)moving stuff either.
wow!
glad you liked it!
Спасибо)
Добро пожаловать!
Drinking Game*: Drink every time the word "actual" or "actually" is used.
*Caveat: This will actually kill you.
Besides that, it's actually a great tut 👍
Yes, Thanks xD
too much modifiers for my rtx2070 haha
Haha, I totally get the struggle with too many modifiers on an RTX 2070! I used to have a 2070 Super, and it was absolutely amazing for Blender-handled pretty much anything I threw at it. Gotta love a powerful GPU!
couldnt render it...wtf
Within modifiers, there is an option to set if it will be visible within renders, see if that is enabled. Hope it works out for you.
more one tutorial not having the same result.
I have been using this method with Blender 4 and it still works! :)