eMirage writes:
One plane for the terrain, another one for the water, the rest is displacement magic !
This is a quick tutorial on how to use procedural wave texture as height map with vector displacement in Cycles to generate procedural terrains.
You can download the .blend file for this project on my Patreon.
7 Comments
I tried it and works great , Thanks for the tutorial
I'm really glad that it worked !, I tried to keep things as simple as possible for the tutorial, but you can further inspect the Blend file and learn something new, and thanks for the feedback !
I always did terrains this way (displace modifier for Eevee) but wasn't sure which settings and textures to use to get a good terrain pattern. This was inspiring and helpful with that.
hey man, your tutorial was great. Could you help me please, I want to export this render as a mesh for a game
(.obj) . How could I do it, please?
cyrano
this is a little bit tricky since there's no way to convert micro displacement to real mesh AFAIK !,
but you can generate a height map texture, with a vertical camera + a simple material setup:
1- create a new node setup for the surface output of the terrain material, use "camera data" node, then use the "Z depth" output, linked to an emission shader
2-do a simple render from a vertical camera (set the camera to orthographic instead of perspective.
3-then reuse the saved render image as texture map on new subdivided plane with displace modifier...
I think the more appropriate workflow could be using A.N.T landscape Addon instead, could also add custom details with displace modifier and sculpt tools.
hope this helps
best regards.
Or use the Displacement modifier. The textures tab is a little different from the textures in the material nodes, but I remember there's a variant for this type of displacement as well. That might actually be ideal considering Eevee doesn't support micro-displacements yet, and even for Cycles they only show in the viewport for the material / rendered views (making it hard to place objects on the terrain in solid / wireframe view).
hope that in the near future we could use the texture node editor for both cycles and displace modifier (a unified texture workflow)