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About the Author

Hamza CHEGGOUR

Digital Artist / Photographer

7 Comments

  1. 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 !

  2. MirceaKitsune on

    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.

  3. 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.

      • MirceaKitsune on

        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).

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