Tip: if you scale the sphere using the gizmo/ S dragging from the beginning, it will cause a lot of problems later. The scene will look totally different at 13 mins. I didn't notice at first, Christoph scales it in the panel when you first create it. You can fix it by going Object / Apply / All transforms to make its Scale = 1. The other weird thing is in Blender 3 the Vertex menu no longer has Merge. But you can get there with right-click. One more: at 18:07, LoopTools is an AddOn, have to enable it for that menu item.
This is excellent. All the other tutorials I've seen just start with heightmaps pulled from google maps or some place, or they just involve fully artistic sculpting. This is exactly the kind of procedural workflow I was looking for!
I really enjoyed the way you spoke thru the tutorial. It was relaxing which is important when people are trying to emulate your actions. You spend just the right amount of time on each topic without jumping quickly from one topic to the other. Much appreciated!
What a Sweet Tutorial! put a smile on my face 😊 I was quite confused due to using a newer Blender Version but I could figure it out using your Project file. Thanks alot! Edit: you can use a Skin modifier on the controler for more control (cause you can scale the verts) Looks messy at first but might be helpful
Nice tech. I've been using Blender professionally for 10 years (not for terrain gen tho) and I wouldn't have thought of this. I'm always happy to learn new ways to build complex shapes using non-destructive methods and this is great addition to my toolbox. Thanks a lot for this small video!
Wow I am really glad that I watched your video. You have made it very easy to understand how to create and displace terrain. I have also never seen the controller used. Thank you
1. really creative tutorial 2. dang, your really good at teaching, the way you show stuff really helps people wrap their mind around what's going on in this multi-step technique
Finally a middle of the road approach for terrain generation! I've found most everyone uses either completely random generation and just swap the seed until they see something they like, or they go the traditional sculpting route and 3D scan the terrain. I have a map I want to follow, but I also don't want to set up a huge sculpt and get clay out, so this is vastly closer to what I'm looking for! Thanks for the tutorial!
You should be a voice actor, seriously you have a down to earth but somehow hilarious voice. Great Video I really enjoyed this, and your accent XD. Subscribed I'll definitely be watching more of your video's.
i give it a like and subs, been late for 2 years, but it still worth to watch, nice tutorial, easy to understand, the way you explain is understandable
great idea, i think this will be my starting plane for landscapes from now on. awesome how it works with the extrude vertex. Only a few modifiers but a huge effect, thanks for the information
I've messed with this some, and it's sad to learn that you can't use the same method of extruding a vertex and the displacement follow, with your own displacement image
The way you explain everything is excellent, thank you for explaining each step and the reasoning behind it. Really informative and extremely helpful as a reference!
Ngl this helped me a lot in making concept arts. I always wanted to know how to make procedural and dynamic mountains to generate rock forms as the way I imagine with more flexibility and editing. I would love for you to make a tutorial on dynamic texturing. If you could show us how to make our own textures in Blender instead of using downloaded textures from other websites, that would be double cooler.
im Blender 3.3+ there are some specifics things, but its okay. if u a little bit confused with merge - tap hotkey M, that will appear an window. thank u so much for tutorial !!
Thank you som much for the tutorial, drrems comes true finally make a terrine by my self with the help of your suggestion . Can please let me know how to get into Verex mode 1 in order to draw curve line for terrine?
To go into the edit mode you just press the TAB key. Then you can merge all existing vertices to one single, or add new vertices. This is a regular Blender function to edit meshes.
Hard to say, what's wrong in your scene. Are you sure, you've followed all steps? A reason for the flat plane could be the plane object size. Check the object properties of the plane. The plane scale values should be "1". The most modifiers take the object scaling into their account and produce strange results then.
Hello, For some reason when I change the size of my clouds 4:50 to the same as you mine are still very jagged and yours turn smooth for some reason. I have followed every step any idea ? Thanks! Also the radius differs from yours when adding the controller as a Vertexweightproximity despite same size, location and settings :S Also having a problem with scaling the vetrex once merged, it wont let me scale proximity for some reason the whole terrain is being is being changed instead of within proximity how we initially set it ? Does the new version of blender allow these settings to work? Ive tried 3 times now and each time same thing happens and I follow it exactly :
It's hard to check what's wrong, but a lot problems results of wrong mesh scaling value. Is your mesh scale value at 1 ? You'll find it in the object properties. The Scale values of the x,x,z axes should be at 1.
5 років тому
This was great Christopher Werner (Y) Currently I am on a project and somewhere I need to show the the topological layer by years and I think this is what I need to create it :) (Y) If I am stuck I can ask somethings :) Thanks for the video
I subdivded the plane like in the video, but when I apply the cloud texture to the displacement it doesnt really have much of a shape like in the video at all. Anyone know why? It only looks like a crinkly piece of paper, not the spiky thing in the video.
@@ImmaDoWhatIWant Actually all should work, if you follwed my steps. I don't know your current situation. But there can be several reasons, why it's not working. If you say you're increasing the "depth" and all gets flattened, it sounds like you're changing the texture size instead of the "strength" value of the displacement modifier... The bigger the cloud texture size value is, the less structure you see. So if you want more structure you need a smaller texture scale value. If you want higher mountains you've to change the displacement modifier "strength" value. I hope this helps.
Hi Christoph, great Tutorial and break down of your previous Terrain Tool. Question Is there any way to implement particles system on top simulating rain particles that paint weight as they flow down on the terrain and use the vertex paint as erosion flows?
Interesting question. I didn't test it yet, so can't say if it works. If the particles are a mesh vertices, then it may work, but you cant add a group or a particle system to my the VertexWeightProximity modifier. But this idea maybe works for your situation: You could add a Dynamic Paint Modifier in the Physics tab and try to solve it with it.
@@ChristophWerner yeah no I don't want to sound ungrateful, just as I've seen many tutorials in my life, one good way is to structure them into parts. first the main thing fast and first, then the extra, and let people know what parts are where, So that people find what they want etc ;) all considered, yours is near perfect, don't get me wrong..
In this case the vertex group values should be written into a vertex col value. Then this col value could be used to control materials. I haven't tried it yet.
@@ChristophWernerThanks for replying! Both are awesome tutorials. What I'm looking to create is like an open world terrain generator with artistic overrides. Your videos get me close but I still need a flexible way to add things like dirt paths, river beds, etc. I know this could be achieved with a texture but I would rather not use textures because in order to get a decent result I'd have to use huge images which for me becomes very slow and uses lots of ram.
Hi Christoph!, great tutorial, do you know if one can import a real Google map area that is elevated into blender? and can one save the final result in editable vector format? grateful for any assistance you can lend
Hi Rurik. I guess this tutorial by CG Geek may help you: ua-cam.com/video/Mj7Z1P2hUWk/v-deo.html I don't know if you mean to save the map into an editable 2D vector file format like for Adobe Illustrator or Incscape. I think that is not possible directly out of Blender.
Are you sure, you followed all steps? I checked it in 3.1.2 and all works like expected. Did you shift the VertexWeightModifier before the Displace modifier to be at the first position?
I'm doing this on blender 2.9 and I don't see the distance option under the vertex weight modifier :( edit: ok I just realised the distance has been renamed to proximity mode
Something is not working in my scene. When I assign the controller to control the plane vertexes, my plane turns in to a hedgehog and if I move the controller in up-down/ left-right not much happens just the waves moves forward and backward in same size and I can't control the affected place with weight proximity
Ist your vertex weight proximity controller arranged BEFORE the displacement controller in the modifier stack? See my note: ua-cam.com/video/hUILySfQ3ic/v-deo.html
Evtl. im VertexWeightProximity Modifier die Werte für Highest =0 und Lowest =1 vergessen zu ändern ... Maybe forgotten to change the values for Highest = 0 and Lowest =1 in the VertexWeightProximity Modifier ...
@@fanpagehallofreunde2646 Ich empfehle nicht via UA-cam öffentlich zu chatten. Aber um Deine Frage zu beantworten: Mit Blender arbeite ist seit 7 Jahren und 3D mache ich seit 30 Jahren.
I've added a free download to get the tutorial file: www.christoph-werner.de/2019/08/13/blender-quick-tutorial-no-9-dynamic-mountains/
I've done and watch so many tutorials but this by far is the most easy to follow and the most dynamic.
Tip: if you scale the sphere using the gizmo/ S dragging from the beginning, it will cause a lot of problems later. The scene will look totally different at 13 mins. I didn't notice at first, Christoph scales it in the panel when you first create it. You can fix it by going Object / Apply / All transforms to make its Scale = 1.
The other weird thing is in Blender 3 the Vertex menu no longer has Merge. But you can get there with right-click.
One more: at 18:07, LoopTools is an AddOn, have to enable it for that menu item.
Cheers! Saved me a bunch of time
Thank you for your calm pacing, your voice actually helps me concentrate. Other tutorials rush a lot.
This is excellent. All the other tutorials I've seen just start with heightmaps pulled from google maps or some place, or they just involve fully artistic sculpting. This is exactly the kind of procedural workflow I was looking for!
yeah dynamic texturing sounds awesome, we want more!!!
I really enjoyed the way you spoke thru the tutorial. It was relaxing which is important when people are trying to emulate your actions. You spend just the right amount of time on each topic without jumping quickly from one topic to the other. Much appreciated!
What a Sweet Tutorial! put a smile on my face 😊
I was quite confused due to using a newer Blender Version but I could figure it out using your Project file.
Thanks alot!
Edit: you can use a Skin modifier on the controler for more control (cause you can scale the verts) Looks messy at first but might be helpful
Nice tech. I've been using Blender professionally for 10 years (not for terrain gen tho) and I wouldn't have thought of this. I'm always happy to learn new ways to build complex shapes using non-destructive methods and this is great addition to my toolbox. Thanks a lot for this small video!
Wow I am really glad that I watched your video. You have made it very easy to understand how to create and displace terrain. I have also never seen the controller used. Thank you
1. really creative tutorial
2. dang, your really good at teaching, the way you show stuff really helps people wrap their mind around what's going on in this multi-step technique
Finally a middle of the road approach for terrain generation! I've found most everyone uses either completely random generation and just swap the seed until they see something they like, or they go the traditional sculpting route and 3D scan the terrain. I have a map I want to follow, but I also don't want to set up a huge sculpt and get clay out, so this is vastly closer to what I'm looking for! Thanks for the tutorial!
You should be a voice actor, seriously you have a down to earth but somehow hilarious voice. Great Video I really enjoyed this, and your accent XD. Subscribed I'll definitely be watching more of your video's.
He sounds like carlos from hop
Wow, great tutorial! Amazing!! As blender beginner, I was mind blown by what you taught me! Thank you so much! 😁
Quite interesting, thank you so much for this useful information. You just opened the door for a whole new set of possibilities for me.
Amazing being a beginner you explained this so well and wasn’t daunting at all.
Thanks so much.
Thank you for the kind words.
i give it a like and subs, been late for 2 years, but it still worth to watch, nice tutorial, easy to understand, the way you explain is understandable
Wow! A very versatile and interesting way to create terrain. Great tutorial. Thanks for sharing.
Thank you SO SO much for this video. Learnt a lot from it. Following you from now on.
this video makes me want to start Blender! thank you for good explain :-)
Well done ! just the right amount of information and thoughtfully organized. Easy to follow without getting lost. Love this tutorial.
Yes please. Dynamic texturing video would be awesome
You are such a great teacher! Thanks for sharing!
Thank you a lot.
awesome tutorial, nicely explained, good trick
great trick indeed...
Very interesting and clear! I'd be interested in the followup video
bro did geonodes before geonodes, amazing
great idea, i think this will be my starting plane for landscapes from now on.
awesome how it works with the extrude vertex. Only a few modifiers but a huge effect, thanks for the information
Excellent tutorial, everything works perfectly. Very interested in the texturing of these beautiful mountains. A big thank-you !
Honestly this is so underrated
I've messed with this some, and it's sad to learn that you can't use the same method of extruding a vertex and the displacement follow, with your own displacement image
this is what i was searching for one year, thank you very much. and i really like your accent ;D
Subscribed! Really good and clear tutorial
so interesting Christoph, thank you for the tutorials
Just WOW, very well done.
Wow, it's amazing.
You saved my project.
This is such a cool little tutorial!! Helps me out a ton!
Yes dynamic textures sounds great
Nice job👏👏
Your tutorial is truly useful. Thank you !
Wow thank you so much ! That tutorial will be so useful, it is also so inspiring !!!
Absolutely fantastic technique, thank you!
Amazing technique, I love this :)
Thank you very much! Very very cool tutorial!
The way you explain everything is excellent, thank you for explaining each step and the reasoning behind it. Really informative and extremely helpful as a reference!
Absolutely perfect, thank you
Love this tutorial
Amazing very simple and clean thank you ❤❤
Very nice tutorial! Good speed, Danke dir!
Amazing video man, i didn't even think that this thing was possible.
Awesome. definitely using this. I'll probably use an Empty instead of a sphere or vertex but yes, will definitely use.
Thanks bro! Great tutorial!!!
Subbed! Thanks this is what I was looking for
Hey will you teach us about adding snow and grass like you offered at the end?
Perfect! Thank You!
Thanks a lot man. Hope you hit 3k subs soon!
thank you, for it was really useful
this is so cute! thank you
Ngl this helped me a lot in making concept arts. I always wanted to know how to make procedural and dynamic mountains to generate rock forms as the way I imagine with more flexibility and editing.
I would love for you to make a tutorial on dynamic texturing. If you could show us how to make our own textures in Blender instead of using downloaded textures from other websites, that would be double cooler.
Great tutorial. Thank you!
im Blender 3.3+ there are some specifics things, but its okay. if u a little bit confused with merge - tap hotkey M, that will appear an window.
thank u so much for tutorial !!
Thank you som much for the tutorial, drrems comes true finally make a terrine by my self with the help of your suggestion .
Can please let me know how to get into Verex mode 1 in order to draw curve line for terrine?
To go into the edit mode you just press the TAB key. Then you can merge all existing vertices to one single, or add new vertices. This is a regular Blender function to edit meshes.
stunning!
Thanks a lot awesome tutorial!
Thank you so much
great stuff
Really usefull thank you
Subscribed 😃
Thank you!
Hello
Great video
Very interesting
Please also publish the one to apply the texture
My plane doesnt change much when i had the new texture, the faces aren’t spiked and its still a bit flat.
same problem here. please help us.
Hard to say, what's wrong in your scene. Are you sure, you've followed all steps?
A reason for the flat plane could be the plane object size. Check the object properties of the plane. The plane scale values should be "1". The most modifiers take the object scaling into their account and produce strange results then.
Awesome tutorial! Very helpful! Thank you. (c:
This is just great
Hello, For some reason when I change the size of my clouds 4:50 to the same as you mine are still very jagged and yours turn smooth for some reason. I have followed every step any idea ? Thanks! Also the radius differs from yours when adding the controller as a Vertexweightproximity despite same size, location and settings :S Also having a problem with scaling the vetrex once merged, it wont let me scale proximity for some reason the whole terrain is being is being changed instead of within proximity how we initially set it ? Does the new version of blender allow these settings to work? Ive tried 3 times now and each time same thing happens and I follow it exactly :
It's hard to check what's wrong, but a lot problems results of wrong mesh scaling value. Is your mesh scale value at 1 ? You'll find it in the object properties. The Scale values of the x,x,z axes should be at 1.
This was great Christopher Werner (Y) Currently I am on a project and somewhere I need to show the the topological layer by years and I think this is what I need to create it :) (Y) If I am stuck I can ask somethings :) Thanks for the video
In the file you attached, could you perhaps explain the purpose of an empty and a root in the controller object? And thank you for the tutorial! :)
Please do more advanced things with blender !!
Check my Blender tips playlist. There are already some more advanced tutorials, too. ua-cam.com/play/PL3zXSVOeORuGx-upZuAHZgxYt0B44laMv.html
can you add the water tutorial by continuing this tutorial, if you have time?
Do you know this tutorial, I've also made? ua-cam.com/video/KVMKAJZ0P-A/v-deo.html
Das ist fucking heftig. Bin gespannt was ich damit alles anstellen kann ^^
Weiter so vorann. 🤍
Fantastic !
I subdivded the plane like in the video, but when I apply the cloud texture to the displacement it doesnt really have much of a shape like in the video at all. Anyone know why? It only looks like a crinkly piece of paper, not the spiky thing in the video.
increasing the depth, ironically, makes it more flat...
@@ImmaDoWhatIWant Actually all should work, if you follwed my steps. I don't know your current situation. But there can be several reasons, why it's not working. If you say you're increasing the "depth" and all gets flattened, it sounds like you're changing the texture size instead of the "strength" value of the displacement modifier... The bigger the cloud texture size value is, the less structure you see. So if you want more structure you need a smaller texture scale value. If you want higher mountains you've to change the displacement modifier "strength" value. I hope this helps.
Hi Christoph, great Tutorial and break down of your previous Terrain Tool. Question Is there any way to implement particles system on top simulating rain particles that paint weight as they flow down on the terrain and use the vertex paint as erosion flows?
Also that vertex curve I was thinking of river tool implementation.
Interesting question. I didn't test it yet, so can't say if it works. If the particles are a mesh vertices, then it may work, but you cant add a group or a particle system to my the VertexWeightProximity modifier. But this idea maybe works for your situation: You could add a Dynamic Paint Modifier in the Physics tab and try to solve it with it.
Thanks that might work
where do you get the "Persian Red Rock Heigh tga"?
Adobe Substance 3D Assets Website.
This was great!
Impressive!
I liked it! Could be shorter/more to the point, but good as it is, thanks!
I try to give everebody a good insight, beginners and advanced users. So it's not easy to satisfy everyone. And don't forget, it's a free video. :)
@@ChristophWerner yeah no I don't want to sound ungrateful, just as I've seen many tutorials in my life, one good way is to structure them into parts. first the main thing fast and first, then the extra, and let people know what parts are where, So that people find what they want etc ;) all considered, yours is near perfect, don't get me wrong..
This is fantastic! Do you know if there is a way to use the proximity of another objects geometry to mix in a second material?
In this case the vertex group values should be written into a vertex col value. Then this col value could be used to control materials. I haven't tried it yet.
You can watch my second video about this topic. Maybe it solves your needs already: ua-cam.com/video/KVMKAJZ0P-A/v-deo.html
@@ChristophWernerThanks for replying! Both are awesome tutorials. What I'm looking to create is like an open world terrain generator with artistic overrides. Your videos get me close but I still need a flexible way to add things like dirt paths, river beds, etc. I know this could be achieved with a texture but I would rather not use textures because in order to get a decent result I'd have to use huge images which for me becomes very slow and uses lots of ram.
@@stephenfirman Understand. This is a something bigger project... :)
Very Very Very GOOD
Hi Christoph!, great tutorial, do you know if one can import a real Google map area that is elevated into blender? and can one save the final result in editable vector format? grateful for any assistance you can lend
Hi Rurik. I guess this tutorial by CG Geek may help you: ua-cam.com/video/Mj7Z1P2hUWk/v-deo.html
I don't know if you mean to save the map into an editable 2D vector file format like for Adobe Illustrator or Incscape. I think that is not possible directly out of Blender.
And here I was about to buy a terrain generator.
Lesson learned. Always check if blender has a better option.
excellent!
Please, next tutorial about the mountain surrounded by water :)
Like this one? ua-cam.com/video/KVMKAJZ0P-A/v-deo.html
@@ChristophWerner Fantastic!
For some reason this does not work for me in Blender 3.1.2. I changed the Vertex Weight Proximity to Geometry and nothing happens.
Are you sure, you followed all steps? I checked it in 3.1.2 and all works like expected. Did you shift the VertexWeightModifier before the Displace modifier to be at the first position?
@@ChristophWerner
Wait I know what is wrong. I didn't add the vertex group in the displacement modifier 🤦♀️🤦♀️🤦♀️.
Thank you for your help.
I'm doing this on blender 2.9 and I don't see the distance option under the vertex weight modifier :(
edit: ok I just realised the distance has been renamed to proximity mode
I have no idea how you came out with this idea. It must has been an extraterrestrial that came and showed to you
Something is not working in my scene. When I assign the controller to control the plane vertexes, my plane turns in to a hedgehog and if I move the controller in up-down/ left-right not much happens just the waves moves forward and backward in same size and I can't control the affected place with weight proximity
Ist your vertex weight proximity controller arranged BEFORE the displacement controller in the modifier stack? See my note: ua-cam.com/video/hUILySfQ3ic/v-deo.html
I follow the step and at the very first step/applying clouds, my plane remains flat? Any idea why? Thanks
Hard to say without knowing your scene. Did it work meanwhile?
@@ChristophWerner thank you for your reply. I figured it out. Great tutorial.
If i merge my TerrainController from UV Sphere to the Vertex i cant scale or rotate the mountain anymore, any ideas why ?
Evtl. im VertexWeightProximity Modifier die Werte für Highest =0 und Lowest =1 vergessen zu ändern ...
Maybe forgotten to change the values for Highest = 0 and Lowest =1 in the VertexWeightProximity Modifier ...
Merci
Sir what is yours blender's version pls tell me
You can see the version I'm using in the lower right corner of the video screen. But basically it works with the very new Blender versions, too.
Its not working for me when i add a cloud...? my plane is still plane.
oh nothing... you cant be in edit while applying the displace tool
@@BasecampNorden So all works now?
Try subdividing the plane first worked for me
How do I edit an image that is imported as a plane?
What is the the reason for editing the image? And what kind of image changes do you want to do to the image plane?
Are you from Germany?
Yap...
@@ChristophWerner Ich auch, wie lange machst du schon Beldner?
@@fanpagehallofreunde2646 Ich empfehle nicht via UA-cam öffentlich zu chatten. Aber um Deine Frage zu beantworten: Mit Blender arbeite ist seit 7 Jahren und 3D mache ich seit 30 Jahren.
Dynamic texturing please thx
i miss the old sanders