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Marius Oberholster Hey! I'm having an incredible learning experience, not only learning how Blender works (yes, still learning), but also about Open-Source and the incredible software available. Stick around!

Complex texture? Displacement? What is that?

October 11, 2012
Hey all!

Seems I might have been a smidge too technical yesterday, haha.

A complex texture is a combination of a bunch of textures forming one result, like making the SA flag from a bunch of blend textures:


Every complex texture, will have a node system (it's DNA, building blocks, if you will), and a node system, looks like this for wood (if it is complex, and not the simple wood texture applied, which has no knots):


Displacement is what it says, something that is shifted from it's original spot. That, in correlation to the displacement modifier, it looks like this before it was applied:


(displaying the plane's actual detail)



And like this, after it was applied:


As you can see, your object's physical detail determines the detail it has for alterations. You can't get more physical changes than your object's physical detail level.

Now, what makes yesterday's discovery so great is that you now get the physical changing of the object. It's the difference between this:

(bump mapping = giving the appearance and reaction to light of physical texture where there is none)

and this:

(True displacement = using a texture to physically alter the object,)

The feature from yesterday, enables you to create textures not easily found and even animate them using displacement, like on the flags at the start of the post. The curved waves that flow out to the corners of the flag is a complex texture that was animated to create more subtle waves beyond the wave modifier's movement.

It is a very very useful feature and really something to write home about, lol.

While bump-mapping is great, it is only there to give you detail your PC is not able to process physically (which is fantastic, but faking detail and movement sometimes just doesn't work). It is on projects like the flags that true displacement is a need, otherwise it would look horrible.

I hope that clears up any misunderstandings from yesterday (^^,). I am about helping you, not confusing you, hahaha.

Have a great one!!

Thank YOU!!!!!!

 

Cycles can displace complex texture setups!!!

October 10, 2012
Hey all!

Today I felt that the Cycles section just fell short ito features and length (that it would depend on the tutorials to fill it out), but I went looking and HE helped me find a bit of a surprise that you may not know about.

Before today I thought that Cycles could only use the displacement modifier to create bumps and other stuff on the surface when using procedural textures to define those bumps and dents. While that does work, it only supports a single texture at a time and not a whol...
Continue reading...
 

Quick ruin with procedural textures

October 9, 2012
Hey all!

While I was working yesterday and after watching Andrew Price's tutorial on creating a rundown warehouse, which can be found here, I wanted to find out how the Ivy Generator in Blender worked (I liked the results he got). So yesterday, after working some on the book, I started playing around with it.

Keep in mind though that this is not a small generator and contains a huge amount of faces (mostly the leaves) and that needs plenty of memory. Many of my attempts resulted in Blender free...
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Free tip today: Factor versus Color

October 8, 2012
Hey all!

In the node editor, you will find that when you have something like a Mix node, that there is a Factor input. This input can be altered in varying ways, by using a texture. But, every texture has both a Color and a Factor output, both of which have an effect on the Factor of that Mix node or other node having a Factor input.

The big thing here is to remember that the Factor and Color output is not always the same and can produce very different results:


(Left = with Color,  Right = with ...

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