That’s awesome mate. That’s exactly what I was hoping this series of videos could do 😁 I do have one more video I want to put out and that’s covering baking displacement maps with UDIMs.
i dont know how grateful i can be to someone who does tutorials like this, this is some top tier life-saving content right here, hard process but gives an easy entry explanation for better understanding for displacement map.
That's awesome to hear, thank you :D Displacement is one of the harder things to get right in 3D (omg, it's got so much easier and it's still hard), so if this helps people get started, that's great.
Wow, it worked! I've done lots of displacement map tutorials in the past, mostly using C4D, and they all cause issues. But this worked great! I skipped the retopo kind of and used quadremesher. and I did some decent UV mapping, which I often try and skip through, which doesn't help. So thank you for this! You knocked it out the park. Its genius that I can just go ahead and use multires for animation if I stay in blender. C4D does indeed have this via the "freeze + allow mesh distortion" setting in their sculpt tool. But If you can export BTX files from blender.. I bet someone could write a program so that houdini, etc (or c4d). could read the BTX file. So if you wanted to do some crazy sims in houdini you wouldn't even have to bake displacement maps.
Great to hear it worked for you Jonsk. Honestly, a lot of baking problems tend to come from bad topology or UV maps, so I'm pleased you managed to get around it - although I'd definitely recommend doing both. You definitely can use the multires for animation. Just keep in mind the multires does store a LOT of data, which will make your scenes quite large. Exporting as a displacement map dramatically reduces the file size. So it's a trade off between skipping this step or having bigger files.
I was looking for this like crazy before, then I watched your retopology series, and then I thought you may have done a tutorial for this, and for my happy surprise you did! I don't know why this topic is not more covered, it's like a fundamental thing to know and yet, pretty much most "mainstream" blender channels don't cover it or cover it halfway, this is just perfect, I can now finish for the first time a complete character, nice and professionally with all its maps ♥ Thank you so much, your channel along with Blender Bob's channel are criminally underrated.
Heya Eshop. I felt the same way - there was a clear lack of understanding or good tutorials on how to do displacement maps. It's a question that keeps coming up in the Blender Facebook groups. Glad the video could help you out. And *yay* for getting your first complete character done. Congrats!
This video has ended my 10 hour hair pulling run of stress! Here I was trying to make displacement maps work for a Game Asset and was wondering why it wasnt working xD , great video!! One of the few tutorials where I could pay attention easily for 40+ minutes without getting bored! Feels bad to see that Displacement maps arent really possible for almost all game assets :/ (excluding terrain textures). Also Thanks for replying to comments in detail really helped out aswell.
That’s awesome RT. Glad I could help. I was under the impression some game engines could make use of displacement maps in some limited capacity - but I don’t know enough to say for sure. As you say, it might just be terrains. Have you stumbled upon my normal maps video yet? That will help you create normal maps that can be used in games - assuming you don’t already know how to create those.
@@MatheusLima3D Nice man! I checked out your channel and the videos look great. Unfortunately I don't speak...I'm assuming it's Portuguese, so I can't follow along myself. But I love seeing more tutorials in languages other than English. Spread than Blender love!
Thanks Mocorn. I noticed in the recent 3.2 update it looks like you should now be able to bake UDIMs all at once, rather than one at a time. I haven't tested it yet so don't hold me to it, but that's an update I'm very excited about!
@@JamieDunbar cool news. I haven't quite figured displacement make it yet, they often come out with artifacts. I suspect it has to do with bad/improper UV mapping. UDIMS sound cool though
@@Mocorn Artifacts are a common issue. Most of the time it's either overlapping UVs (as you suggested) or overlapping geometry on the model. Once you get really, really high poly models it can be hard to see when vertices start to overlap. And don't forget, you can always paint over those artifacts in Photoshop/Gimp. A lot of people get obsessed with fixing it in Blender. Sometimes it's easier to quickly fix it yourself and move on.
@@JamieDunbar oh yes indeed, good point about fixing things manually. I did some more tests last night with simple models with solid UV maps. "Bake from multires" worked perfectly on those. Also, normal maps work better than expected I've found. You don't always actually need vector displacement for a good result. It all depends on what you need I suppose.
@@Mocorn I often see tutorials recommending people use other software for baking normals or displacements. Maybe I'm missing something, but I've never had any quality issues baking out of Blender. You know I've still never used Vector Displacement. That tech came out around the same time I moved to Blender. It definitely has advantages and I'd love to see it included in Blender at some point. But you're right - you rarely *need* it.
Hey SW! When I did this tutorial UDIMs weren't implemented properly in Blender. But now they are and it makes me immensely happy! I haven't got around to doing a full tutorial yet, but I briefly cover it in my Wartortle texturing video: czcams.com/video/2lTxLNtzIcw/video.html Really though, the process is almost exactly the same as in here - you just need to make sure your UVs are spread over multiple tiles. Otherwise, the baking process is pretty well identical :D
Now I know why it should have been a video on itself, those are HUGE infos. To be honest, the only annoying part is when you have to manually adjust every detail caused by the MultiRes.. I have always the fear of not seeing some details to fix not matter how much time I look into them. Other than that, the results is fantastic. By the way, nice video editing too as always. If I may suggest, could you also add a recap youtube chapter at 37:00 minute? Would be useful for future quick reference.
Hey MasterCharizard. The better your topology is the less issues you should run into. With a bit of work at the retopo stage you should be able to eliminate a lot of these problems. But I wanted to leave them in because there will definitely be times when it just doesn't work and it's good to know how to fix them. But you're quite right, there'll be times when you move onto the next stage and suddenly realise your displacement map isn't as good as you'd like. Make sure you save different versions along the way so you can always go back and patch it up. And yes! I meant to add the recap as a chapter. I'll go do that now. P.S. You can't be the master charizard. Because I AM! :D
@@JamieDunbar yea that' what I'll do for my next project probably, focus more onngood retopology from start to finish. Just out of curiosity, how did you manage to achieve all those results? I mean is it the results of years of trial and error or what? Because if it was for me I would have stopped to the basic stuff ( to me all of those particular settings are achievable but extremely advanced at the same time). I mean I could have not figured out all of this by myself xD Thanks for the recap thing too! p.s.: ahaha there's a lot of competition for him :D
@@MasterCharizard I've been doing 3D animation professionally for 10 years, and probably another 5 just as a hobby. There's definitely a lot of trial and error. As well as hundreds of hours of tutorials. The first couple of times you do these things everything breaks and you can't figure out why. Then you do it again and suddenly everything (well, almost everything) works and you have no idea what you did differently. Over time you just pick up a bunch of things and gain an understanding of how the programs work under the hood. Eventually it becomes second nature. Which actually makes it hard to do tutorials, because you have so much assumed knowledge that beginners won't have yet.
@@JamieDunbar Yea, exactly that. If I have to do a tutorial I would question myself every 2 minutes if everything I am saying make sense/is done correctly because if not I have the fear to spread misinformation. You actually are very talentend in explaining things and it's a pleasure to hear from you (I always play your videos while I do dinner, ahah), also because you take your time and don't avoid even the smallest everyday problem that we could face in each step, and I appreciate this attention to the details. To resume, great job, looking forward for your next video.
@@MasterCharizard Haha, I frequently watch a tutorial or two each morning while eating breakfast. Kind of strange to think of people doing the same thing but listening to my voice! I may have recorded the first half of this video twice because I felt it wasn't clear enough... :P
Hey Sai. I must confess, I haven't played with wrinkle maps yet. But I've been doing a ton of work on digital-doubles lately and I feel like it's something I might need to learn to push my animations to the next level. No promises, but it's definitely something I'm thinking about.
thank you so much Jamie Dunbar for this video. I have a question and I hope you can answer it. can we compair normal maps. like which normal maps or displacement maps give more details is it the one zbrush generates or Blender generates or are they the same
That's an interesting question Aniss. I haven't done a side by side comparison, and unfortunately my version of zBrush is pretty old now. It wouldn't be a fair comparison anyway. I've never heard anyone complain about the quality of either displacement/normal maps, so I assume if there are differences, they must be minor.
thanks for great tutorial- any chance for a displacement UDIM tutorial in the future?I have been trying out pixar free model gallus gavialis and I am getting error in cycles(tested out in 2.83 LTS and 3.0a) when loading UDIM displacement from zbrush(exr),diffuse work well, as well the mdisplacement(mari). Any workaround tip possible regarding such issues?
Thanks Lage Opedal. Yes, I am planning another video for the Gremlin covering UDIMs. Sadly it keeps getting pushed back. It could be a little while until I get around to it. In the mean time, I know CGBoost just released a tutorial on UDIMs. Have you seen it yet? Let me know if it fixes your issues: czcams.com/video/55sGQLX7iho/video.html
@@JamieDunbar thanks looking forward to it. About the dino, I did not see that the UV were different. I had to change UV to 1001, 1002 etc. and change the textures accordingly. In the rendermanblenderfile, I think they mixed to different displacementmaps. Dont know how to do this in cycles unfortunately. If you know this tecnique it would be great to see this in a tutorial...
Thank you for being so thorough with all of this! Say, would you be willing to do a tutorial for setting these up for animation? I've been curious to learn how to do that to animate things like wrinkles on the face depending on the expression, but I haven't been able to find anything on the subject
I'd say there's two main ways to animate facial wrinkles. If you had enough geometry you could sculpt them while using shapekeys. Or you could use two (or more) displacement/normal maps and then blend between those in the material editor.
@@JamieDunbar Oh yeah! I was more so thinking of doing the latter, but I'm a tad confused as to how to set that up and make it animatable if that makes sense. Thank you so much for answering by the way!
@@sil7en354 All good mate ;) Animating it would require everything to be set up with Drivers. Have you used them much? In the simplest terms you'd have a Driver that would connect to a Mix Node. The Mix Node would then go from 0-1, allowing you to blend between a neutral wrinkle map and a detailed wrinkle map. That's pretty easy to set up for just two expressions. But if you have 10 or 20 expressions you'll end up with lots of Mix Nodes and lots of Drivers. In theory it's simple, in practice that can get messy!
@@JamieDunbar Oh shoot the nodes! I legitimately hadn't even thought of that! Yeah I can imagine how messy it could get when using multiple nodes in a single model, but it makes a lot of sense now that you mention it! Like, I didn't even know those could be animated so goes to show how familiar I am with Blender haha. Thank you so much man! I'll have to experiment around as soon as I get the chance!
Nice tutorial. I had one issue where some of the bumpy texture on my creature's skin was inverted,. In the Displacement node I changed Object Space to World Space and that fixed it. EDIT: I just heard that using World Space is more computationally expensive and is also better for stationary objects, not things that move. Is there any explanation for why this happens, how it happens, how to prepare a model so it won't happen? Because it doesn't happen on your model. EDIT #2: Nevermind it's only happening in Material Preview.
@@JamieDunbar Yeah I got it sorted it looks like the same thing as when you go into material preview and it shows a bump map instead, and the anomalies in that view don't mean anything at least on this model I'm working on. I'm glad I figured out that Material Preview is only representative, seems like such a noob mistake. I hope someone who is having the same issue sees my comment and can go "Oh!" and not spend as much time on it as I did.
@@AaaaNinja Good to hear 👍 Yeah material preview is at the end of the day, just a preview. To be fair, it does an amazing job. There’s some work I’ve done where you can’t tell the difference between material previews and renders. But displacement is always a tricky one, no matter what program you’re using.
I have a question. Is it possible to bake displacement map on a low poly model just like that with the normal map? So that I can apply my map to a low poly model with the same hight information of the high poly model. I have seen tutorials but the result is similar to that of the normal map, which gives me fake hight information. I want the real hight information on the low poly model, I want to bake the hight info on a low poly without increasing the subdivisions, Because increasing subdivisions will make it high poly not low poly, which I dont want.
Hey Ali. Unfortunately what you're asking for isn't possible. You can either fake the height information using a normal map - but as you said, it's fake and won't always look good, especially in close ups. Or you can do it for real, using displacement maps. But if you do it for real, you need the high poly. Unfortunately there's no way of getting "real" detail with low poly.
@@JamieDunbar First, thank you for your reply. Second, you said if I want to do it for real not fake, I should use displacement map. That is right, displacement map will give me the real details, but my question is, why should I use displacement (with high poly) and I already have a high poly model from sculpting? What advantage that the displacement map gives me over sculpting? I followed a character creation and texturing tutorials, the steps was as the following: modeling, sculpting the high poly details, retopology to get the low poly version, uv unwrapping the low poly, making the normal map, texturing, making roughness map etc... so now I had a character with low poly and fake details and it is ready for rigging and animation. Now lets say I want to texture and animate it with its real high poly details, how can I do that if I will have a high poly model either with sculpting or with displacement? That is why I asked what the advantage that the displacement map will give over sculpting? It is realy weired because at the end I have to increase my subdivisions again in the displacement map, the thing which I dont want. Third, If what I am asking is not possible, how animation movies are made? How can they create and texture high detail characters and animate them in this case? I dont think the high details in the movies are fake, some times the camera comes too close and I can notice they are real details not a normal or bump map. Thank you again for your reply, and sorry if my message is too long but this is my real concern and I hope got my point.
Hi Ali. I think you’ve kind of answered your own question there. The reason you use displacement rather than just leaving the sculpted detail is so you can animate it. You’d have no hope of animating something with a million polygons - your computer would explode. So we make our rigged models low poly, and only add the displacement details at render time. This is exactly the same process that movies use. Low poly models for animating, then add normal maps and displacement maps at render time to get that close up, high poly detail.
@@JamieDunbar thank you for the explanation So this means if we render our animation which include displacement map, it will take a much longer time than that without, and need a much powerful computers , and we do it only at render time because it will slow down our PC if we do it at our workflow. I realized also from your comment that subdividing my model for the displacement map will give me much less polygons than that with sculpting.
Yeah definitely. The easiest way would just be to do your sculpt with a multires modifer - then apply the multires when you export. But - if you've already removed the multires you can turn a displacement map into real geometry. You'll need to add a new multires and add a few levels of subdivision. Then add a displace modifier. You can add your displacement map to the displace texture slot. Once you're happy, just apply all the modifiers and you'll have all that detail as real geometry, ready to print ;)
@@JamieDunbar the reason I wanted to use adaptive is that the model doesn't need to be subdivided so small everywhere. There can be areas that can be left unsubdivided. The adaptive subdivision gives such good results. Is the only alternative to use Multires and Decimate?
@@JamieDunbar sculpting while an object has multires with shrinkwrap, you have to view in layout, disable multires then you can sculpt, might just be my messed up file, or new version on blender? but a good tutorial none the less
@@JamieDunbar no offense to the rest of your tutorial, I only just wanted to figure out why my procedural material was not respecting the displacement output, and that setting was the only thing preventing it. Thank you for posting this regardless.
@@SuperShadow All good mate - and I hope that didn't come off as defensive. It's definitely an important step in the process (and frankly I don't understand why it isn't automated!) and I've got no issue with people adding extra time stamps. Just wanted to make sure anyone reading it in the future knows where they're jumping to in the video ;)
Thanks for the instructive video! You are pointing at one thing Blender is behind Maya as a animation tool. That is animating with high detail in the view port with help of displacement. Maya did some change in the Viewport 2.0 2013 after a cooperation with Pixar. OpenSubdiv and Ptex was introduced to the Maya Viewport 2.0. Why is that important you say. Well I don't know but according to Pixar the animation is more accurate made if you can se the full geometry when animating. Lets say a hand grasping a handle the hand risk pass in to the handle when rendering if you cant se the displacement in viewport. I hope when Vulcan is a part of Blender this can be done in Blender too. czcams.com/video/Y-3L9BOTEtw/video.html
Hi Stefan. The video you linked is pretty old. I'm pretty sure Blender uses OpenSubdiv now. I couldn't tell you if Maya's viewport supports displacement, but it's hot garbage for just about everything else. Pretty much none of the Arnold shaders work with it, which means you have to jump through a heap of hoops just to get basic colours to work. Blender's viewport (and especially Eevee) runs rings around it.
YOU HAVE LITERALLY SOLVED EVERY RETOPO PROBLEM I CAME ACROSS MAN YOU ARE AN ABSOLUTE LEGEND
That’s awesome mate. That’s exactly what I was hoping this series of videos could do 😁
I do have one more video I want to put out and that’s covering baking displacement maps with UDIMs.
@@JamieDunbar terrific videos! well done indeed!
i dont know how grateful i can be to someone who does tutorials like this, this is some top tier life-saving content right here, hard process but gives an easy entry explanation for better understanding for displacement map.
That's awesome to hear, thank you :D
Displacement is one of the harder things to get right in 3D (omg, it's got so much easier and it's still hard), so if this helps people get started, that's great.
Wow, it worked! I've done lots of displacement map tutorials in the past, mostly using C4D, and they all cause issues. But this worked great! I skipped the retopo kind of and used quadremesher. and I did some decent UV mapping, which I often try and skip through, which doesn't help. So thank you for this! You knocked it out the park. Its genius that I can just go ahead and use multires for animation if I stay in blender. C4D does indeed have this via the "freeze + allow mesh distortion" setting in their sculpt tool. But If you can export BTX files from blender.. I bet someone could write a program so that houdini, etc (or c4d). could read the BTX file. So if you wanted to do some crazy sims in houdini you wouldn't even have to bake displacement maps.
Great to hear it worked for you Jonsk. Honestly, a lot of baking problems tend to come from bad topology or UV maps, so I'm pleased you managed to get around it - although I'd definitely recommend doing both.
You definitely can use the multires for animation. Just keep in mind the multires does store a LOT of data, which will make your scenes quite large. Exporting as a displacement map dramatically reduces the file size. So it's a trade off between skipping this step or having bigger files.
@@JamieDunbar Makes sense!
Thanks alot for the information, exported the high poly to blender with multires and it worked like a charm
I was looking for this like crazy before, then I watched your retopology series, and then I thought you may have done a tutorial for this, and for my happy surprise you did! I don't know why this topic is not more covered, it's like a fundamental thing to know and yet, pretty much most "mainstream" blender channels don't cover it or cover it halfway, this is just perfect, I can now finish for the first time a complete character, nice and professionally with all its maps ♥ Thank you so much, your channel along with Blender Bob's channel are criminally underrated.
Heya Eshop. I felt the same way - there was a clear lack of understanding or good tutorials on how to do displacement maps. It's a question that keeps coming up in the Blender Facebook groups.
Glad the video could help you out. And *yay* for getting your first complete character done. Congrats!
@@JamieDunbar Thanks! And thanks once more for your amazing videos, big fan of your channel :D
Perfect tutorial thank you so much, specially with the eevee part, no one had done before... thanks!!!
This video has ended my 10 hour hair pulling run of stress! Here I was trying to make displacement maps work for a Game Asset and was wondering why it wasnt working xD , great video!! One of the few tutorials where I could pay attention easily for 40+ minutes without getting bored!
Feels bad to see that Displacement maps arent really possible for almost all game assets :/ (excluding terrain textures). Also Thanks for replying to comments in detail really helped out aswell.
That’s awesome RT. Glad I could help.
I was under the impression some game engines could make use of displacement maps in some limited capacity - but I don’t know enough to say for sure. As you say, it might just be terrains.
Have you stumbled upon my normal maps video yet? That will help you create normal maps that can be used in games - assuming you don’t already know how to create those.
@@JamieDunbar yep saw that video
Just found this channel, looking forward to checking your stuff out. I can tell already that I like your style
Thanks Michael!
Welcome to the channel 😁
Best tutorial I've ever seen!
Naw, thanks Sapienti :D
@@JamieDunbar I create content for CZcams too! I am from Brazil! very very nice work!! Subscribed and liked!
@@MatheusLima3D Nice man! I checked out your channel and the videos look great. Unfortunately I don't speak...I'm assuming it's Portuguese, so I can't follow along myself. But I love seeing more tutorials in languages other than English. Spread than Blender love!
@@JamieDunbar Thanks man! If you want to check out my work and talk with me, tell me!
Great tutorial
Brilliant video, thanks a lot. This cleared up some things actually.
Thanks Mocorn. I noticed in the recent 3.2 update it looks like you should now be able to bake UDIMs all at once, rather than one at a time. I haven't tested it yet so don't hold me to it, but that's an update I'm very excited about!
@@JamieDunbar cool news. I haven't quite figured displacement make it yet, they often come out with artifacts. I suspect it has to do with bad/improper UV mapping. UDIMS sound cool though
@@Mocorn Artifacts are a common issue. Most of the time it's either overlapping UVs (as you suggested) or overlapping geometry on the model. Once you get really, really high poly models it can be hard to see when vertices start to overlap.
And don't forget, you can always paint over those artifacts in Photoshop/Gimp. A lot of people get obsessed with fixing it in Blender. Sometimes it's easier to quickly fix it yourself and move on.
@@JamieDunbar oh yes indeed, good point about fixing things manually. I did some more tests last night with simple models with solid UV maps. "Bake from multires" worked perfectly on those. Also, normal maps work better than expected I've found. You don't always actually need vector displacement for a good result. It all depends on what you need I suppose.
@@Mocorn I often see tutorials recommending people use other software for baking normals or displacements. Maybe I'm missing something, but I've never had any quality issues baking out of Blender.
You know I've still never used Vector Displacement. That tech came out around the same time I moved to Blender. It definitely has advantages and I'd love to see it included in Blender at some point. But you're right - you rarely *need* it.
Awesome vid! Thanks!
Thank you! 😁
very good tutorial!!!
this is crazy good information thank you so much for all of this!!
Love your tutorials, thank you for sharing knowledge
Thanks Isa. Working on a new sculpting timelapse now ;)
Thank you!!!
You are my savior
I couldn't get it to work!!!!
Brilliant 😊
Awesome video, thanks Jamie!
Thanks for the video!
I have a model with UDIMs, can you demonstrate how to bake the displacement maps across multiple UDIMs please?
Thanks!
Hey SW! When I did this tutorial UDIMs weren't implemented properly in Blender. But now they are and it makes me immensely happy!
I haven't got around to doing a full tutorial yet, but I briefly cover it in my Wartortle texturing video:
czcams.com/video/2lTxLNtzIcw/video.html
Really though, the process is almost exactly the same as in here - you just need to make sure your UVs are spread over multiple tiles. Otherwise, the baking process is pretty well identical :D
@@JamieDunbar Thank you so much for the quick response. I'll follow along and give it a try.
Skip to 22:30, before that its just a bunch of other stuff not related to baking displacement maps... XD
That's why it's called *everything* you need to know about displacement maps ;)
Now I know why it should have been a video on itself, those are HUGE infos.
To be honest, the only annoying part is when you have to manually adjust every detail caused by the MultiRes.. I have always the fear of not seeing some details to fix not matter how much time I look into them. Other than that, the results is fantastic.
By the way, nice video editing too as always.
If I may suggest, could you also add a recap youtube chapter at 37:00 minute? Would be useful for future quick reference.
Hey MasterCharizard.
The better your topology is the less issues you should run into. With a bit of work at the retopo stage you should be able to eliminate a lot of these problems. But I wanted to leave them in because there will definitely be times when it just doesn't work and it's good to know how to fix them. But you're quite right, there'll be times when you move onto the next stage and suddenly realise your displacement map isn't as good as you'd like. Make sure you save different versions along the way so you can always go back and patch it up.
And yes! I meant to add the recap as a chapter. I'll go do that now.
P.S. You can't be the master charizard. Because I AM! :D
@@JamieDunbar yea that' what I'll do for my next project probably, focus more onngood retopology from start to finish.
Just out of curiosity, how did you manage to achieve all those results? I mean is it the results of years of trial and error or what? Because if it was for me I would have stopped to the basic stuff ( to me all of those particular settings are achievable but extremely advanced at the same time). I mean I could have not figured out all of this by myself xD
Thanks for the recap thing too!
p.s.: ahaha there's a lot of competition for him :D
@@MasterCharizard I've been doing 3D animation professionally for 10 years, and probably another 5 just as a hobby. There's definitely a lot of trial and error. As well as hundreds of hours of tutorials. The first couple of times you do these things everything breaks and you can't figure out why. Then you do it again and suddenly everything (well, almost everything) works and you have no idea what you did differently.
Over time you just pick up a bunch of things and gain an understanding of how the programs work under the hood. Eventually it becomes second nature. Which actually makes it hard to do tutorials, because you have so much assumed knowledge that beginners won't have yet.
@@JamieDunbar Yea, exactly that. If I have to do a tutorial I would question myself every 2 minutes if everything I am saying make sense/is done correctly because if not I have the fear to spread misinformation. You actually are very talentend in explaining things and it's a pleasure to hear from you (I always play your videos while I do dinner, ahah), also because you take your time and don't avoid even the smallest everyday problem that we could face in each step, and I appreciate this attention to the details.
To resume, great job, looking forward for your next video.
@@MasterCharizard Haha, I frequently watch a tutorial or two each morning while eating breakfast. Kind of strange to think of people doing the same thing but listening to my voice!
I may have recorded the first half of this video twice because I felt it wasn't clear enough... :P
Hello plzzz do a Tutorial on WRINKLE maps and nodes to combine Sculpted Wrinkle maps
Hey Sai. I must confess, I haven't played with wrinkle maps yet. But I've been doing a ton of work on digital-doubles lately and I feel like it's something I might need to learn to push my animations to the next level. No promises, but it's definitely something I'm thinking about.
thank you so much Jamie Dunbar for this video. I have a question and I hope you can answer it. can we compair normal maps. like which normal maps or displacement maps give more details is it the one zbrush generates or Blender generates or are they the same
That's an interesting question Aniss. I haven't done a side by side comparison, and unfortunately my version of zBrush is pretty old now. It wouldn't be a fair comparison anyway.
I've never heard anyone complain about the quality of either displacement/normal maps, so I assume if there are differences, they must be minor.
@@JamieDunbar Thanks for replying Dunbar. your explanation is very clear. as you said it could be a minor differences between the 2 normal maps.
👍👍👍
thanks for great tutorial- any chance for a displacement UDIM tutorial in the future?I have been trying out pixar free model gallus gavialis and I am getting error in cycles(tested out in 2.83 LTS and 3.0a) when loading UDIM displacement from zbrush(exr),diffuse work well, as well the mdisplacement(mari). Any workaround tip possible regarding such issues?
Thanks Lage Opedal. Yes, I am planning another video for the Gremlin covering UDIMs. Sadly it keeps getting pushed back. It could be a little while until I get around to it.
In the mean time, I know CGBoost just released a tutorial on UDIMs. Have you seen it yet? Let me know if it fixes your issues:
czcams.com/video/55sGQLX7iho/video.html
@@JamieDunbar thanks looking forward to it. About the dino, I did not see that the UV were different. I had to change UV to 1001, 1002 etc. and change the textures accordingly. In the rendermanblenderfile, I think they mixed to different displacementmaps. Dont know how to do this in cycles unfortunately. If you know this tecnique it would be great to see this in a tutorial...
@@lageopedal2116 Mixing displacement maps? I'm hoping that's just using a "MixRGB" node and blending between two?
Thank you for being so thorough with all of this! Say, would you be willing to do a tutorial for setting these up for animation? I've been curious to learn how to do that to animate things like wrinkles on the face depending on the expression, but I haven't been able to find anything on the subject
I'd say there's two main ways to animate facial wrinkles. If you had enough geometry you could sculpt them while using shapekeys. Or you could use two (or more) displacement/normal maps and then blend between those in the material editor.
@@JamieDunbar Oh yeah! I was more so thinking of doing the latter, but I'm a tad confused as to how to set that up and make it animatable if that makes sense. Thank you so much for answering by the way!
@@sil7en354 All good mate ;)
Animating it would require everything to be set up with Drivers. Have you used them much?
In the simplest terms you'd have a Driver that would connect to a Mix Node. The Mix Node would then go from 0-1, allowing you to blend between a neutral wrinkle map and a detailed wrinkle map.
That's pretty easy to set up for just two expressions. But if you have 10 or 20 expressions you'll end up with lots of Mix Nodes and lots of Drivers. In theory it's simple, in practice that can get messy!
@@JamieDunbar Oh shoot the nodes! I legitimately hadn't even thought of that! Yeah I can imagine how messy it could get when using multiple nodes in a single model, but it makes a lot of sense now that you mention it! Like, I didn't even know those could be animated so goes to show how familiar I am with Blender haha.
Thank you so much man! I'll have to experiment around as soon as I get the chance!
@@sil7en354 Good luck mate. Let me know how you go ;)
Nice tutorial. I had one issue where some of the bumpy texture on my creature's skin was inverted,. In the Displacement node I changed Object Space to World Space and that fixed it. EDIT: I just heard that using World Space is more computationally expensive and is also better for stationary objects, not things that move. Is there any explanation for why this happens, how it happens, how to prepare a model so it won't happen? Because it doesn't happen on your model. EDIT #2: Nevermind it's only happening in Material Preview.
Hey AaaNinja. Sounds like you got it sorted?
I was curious myself, as I haven't run into that problem before.
@@JamieDunbar Yeah I got it sorted it looks like the same thing as when you go into material preview and it shows a bump map instead, and the anomalies in that view don't mean anything at least on this model I'm working on. I'm glad I figured out that Material Preview is only representative, seems like such a noob mistake. I hope someone who is having the same issue sees my comment and can go "Oh!" and not spend as much time on it as I did.
@@AaaaNinja Good to hear 👍
Yeah material preview is at the end of the day, just a preview. To be fair, it does an amazing job. There’s some work I’ve done where you can’t tell the difference between material previews and renders. But displacement is always a tricky one, no matter what program you’re using.
Did you make the uv maps before applying the shrinkwrap modifier?
From memory I made the UV maps first, but it actually doesn’t matter. The shrinkwrap modifier won’t change the UVs when you apply it.
I have a question. Is it possible to bake displacement map on a low poly model just like that with the normal map?
So that I can apply my map to a low poly model with the same hight information of the high poly model.
I have seen tutorials but the result is similar to that of the normal map, which gives me fake hight information. I want the real hight information on the low poly model,
I want to bake the hight info on a low poly without increasing the subdivisions, Because increasing subdivisions will make it high poly not low poly, which I dont want.
Hey Ali. Unfortunately what you're asking for isn't possible. You can either fake the height information using a normal map - but as you said, it's fake and won't always look good, especially in close ups. Or you can do it for real, using displacement maps. But if you do it for real, you need the high poly.
Unfortunately there's no way of getting "real" detail with low poly.
@@JamieDunbar First, thank you for your reply.
Second, you said if I want to do it for real not fake, I should use displacement map. That is right, displacement map will give me the real details, but my question is, why should I use displacement (with high poly) and I already have a high poly model from sculpting? What advantage that the displacement map gives me over sculpting?
I followed a character creation and texturing tutorials, the steps was as the following: modeling, sculpting the high poly details, retopology to get the low poly version, uv unwrapping the low poly, making the normal map, texturing, making roughness map etc... so now I had a character with low poly and fake details and it is ready for rigging and animation. Now lets say I want to texture and animate it with its real high poly details, how can I do that if I will have a high poly model either with sculpting or with displacement? That is why I asked what the advantage that the displacement map will give over sculpting? It is realy weired because at the end I have to increase my subdivisions again in the displacement map, the thing which I dont want.
Third, If what I am asking is not possible, how animation movies are made? How can they create and texture high detail characters and animate them in this case? I dont think the high details in the movies are fake, some times the camera comes too close and I can notice they are real details not a normal or bump map.
Thank you again for your reply, and sorry if my message is too long but this is my real concern and I hope got my point.
Hi Ali. I think you’ve kind of answered your own question there. The reason you use displacement rather than just leaving the sculpted detail is so you can animate it. You’d have no hope of animating something with a million polygons - your computer would explode.
So we make our rigged models low poly, and only add the displacement details at render time.
This is exactly the same process that movies use. Low poly models for animating, then add normal maps and displacement maps at render time to get that close up, high poly detail.
@@JamieDunbar thank you for the explanation
So this means if we render our animation which include displacement map, it will take a much longer time than that without, and need a much powerful computers , and we do it only at render time because it will slow down our PC if we do it at our workflow. I realized also from your comment that subdividing my model for the displacement map will give me much less polygons than that with sculpting.
@@aliamir85 Yes, that's all correct ;)
그렘린3 진짜로 만들면 좋겠다
인형이아닌 그레픽으로
어느 날 🤞🤞
I follow the bake setup exactly but I get an error "You should have active texture to use multires baker" i don't know why I'm on 2.93.0
I’m *fairly* sure that error happens when you haven’t selected the image node in the material view.
@@JamieDunbarthe probelm was I only had the main body assigned to the material. all of the polys need to be assigned.
Oh, I’ve never tried extracting maps on only half a model. I guess it doesn’t work 😅
But you’ve solved your problem?
@@JamieDunbar yes
Can I save a copy of the model with displacements applied, as real geometry, for 3D printing?
Yeah definitely. The easiest way would just be to do your sculpt with a multires modifer - then apply the multires when you export.
But - if you've already removed the multires you can turn a displacement map into real geometry. You'll need to add a new multires and add a few levels of subdivision. Then add a displace modifier. You can add your displacement map to the displace texture slot. Once you're happy, just apply all the modifiers and you'll have all that detail as real geometry, ready to print ;)
@@JamieDunbar I seem to remember a problem with exporting the results of the adaptive displacement because it's dependent on the camera position.
@@DonaldDrennan If you want to bake all that detail down into the model, don't use adaptive. Just use a multires modifier.
@@JamieDunbar Thanks!
@@JamieDunbar the reason I wanted to use adaptive is that the model doesn't need to be subdivided so small everywhere. There can be areas that can be left unsubdivided. The adaptive subdivision gives such good results. Is the only alternative to use Multires and Decimate?
not supported in sculpt mode
What isn't supported?
@@JamieDunbar sculpting while an object has multires with shrinkwrap, you have to view in layout, disable multires then you can sculpt, might just be my messed up file, or new version on blender? but a good tutorial none the less
@@JamieDunbar got it, shrinkwrap not applied yet!
@@InThisStyleGMinor Hey mate. Sorry I've been meaning to reply to your last comment. Very glad to hear you got it figured out on your own! 😁
17:56 anyWAY :D
Rofl
tl;dr is here: 32:33
Interesting. You thought the most important part of the video was changing the settings from "bump" to "displacement and bump"?
@@JamieDunbar no offense to the rest of your tutorial, I only just wanted to figure out why my procedural material was not respecting the displacement output, and that setting was the only thing preventing it. Thank you for posting this regardless.
@@SuperShadow All good mate - and I hope that didn't come off as defensive. It's definitely an important step in the process (and frankly I don't understand why it isn't automated!) and I've got no issue with people adding extra time stamps. Just wanted to make sure anyone reading it in the future knows where they're jumping to in the video ;)
Eeee!!!
Oooooo!!!
Thanks for the instructive video! You are pointing at one thing Blender is behind Maya as a animation tool. That is animating with high detail in the view port with help of displacement. Maya did some change in the Viewport 2.0 2013 after a cooperation with Pixar. OpenSubdiv and Ptex was introduced to the Maya Viewport 2.0. Why is that important you say. Well I don't know but according to Pixar the animation is more accurate made if you can se the full geometry when animating. Lets say a hand grasping a handle the hand risk pass in to the handle when rendering if you cant se the displacement in viewport. I hope when Vulcan is a part of Blender this can be done in Blender too.
czcams.com/video/Y-3L9BOTEtw/video.html
Hi Stefan. The video you linked is pretty old. I'm pretty sure Blender uses OpenSubdiv now.
I couldn't tell you if Maya's viewport supports displacement, but it's hot garbage for just about everything else. Pretty much none of the Arnold shaders work with it, which means you have to jump through a heap of hoops just to get basic colours to work. Blender's viewport (and especially Eevee) runs rings around it.
very good tutorial!!!