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Using a subsurf (subdivision surface) modifier before the displacement will give you a lot of flexibility.

enter image description here

Here's a simple plane (imported with the images as planes plugin) subdivided 100 times in edit mode, and then with a subsurf modifier added to it...

enter image description here (Click on the images to enlarge)

The main advantage of the modifier is that you can determine different levels of subdivision for the 3D viewport and for the final render, so you can keep a decent level of detail for the final render, while having a responsive interface...

The order of the modifiers is important here because you want to subdivide first and displace later, otherwise you'll have a much smoother map but with less detail, like illustrated here:

enter image description here

To change the order of the modifier stack, use the triangles on the right side of the modifier's window:

enter image description here

A happy medium is using a subsurf before displace modifier and then one after:

enter image description here

But be extremely careful!: by doing that you are making an exponentially large number of vertices.

For example: If you set the first modifier with a subdivision level 2, it will create 25 vertices out a single quad. Further subdividing those 25 quads with other subsurf modifiers can very quickly take you to a number your computer will not be able to manage, and might even make it crash...

Please read this performance considerations: http://blender.stackexchange.com/a/15667/1853https://blender.stackexchange.com/a/15667/1853

To get to very detailed but efficient mesh, you can get to the level of detail you want with the subsurf modifiers, apply them (use the apply button on the modifier), and then use a decimate modifier to make the number of vertices more manageable while keeping the shape.

Using a subsurf (subdivision surface) modifier before the displacement will give you a lot of flexibility.

enter image description here

Here's a simple plane (imported with the images as planes plugin) subdivided 100 times in edit mode, and then with a subsurf modifier added to it...

enter image description here (Click on the images to enlarge)

The main advantage of the modifier is that you can determine different levels of subdivision for the 3D viewport and for the final render, so you can keep a decent level of detail for the final render, while having a responsive interface...

The order of the modifiers is important here because you want to subdivide first and displace later, otherwise you'll have a much smoother map but with less detail, like illustrated here:

enter image description here

To change the order of the modifier stack, use the triangles on the right side of the modifier's window:

enter image description here

A happy medium is using a subsurf before displace modifier and then one after:

enter image description here

But be extremely careful!: by doing that you are making an exponentially large number of vertices.

For example: If you set the first modifier with a subdivision level 2, it will create 25 vertices out a single quad. Further subdividing those 25 quads with other subsurf modifiers can very quickly take you to a number your computer will not be able to manage, and might even make it crash...

Please read this performance considerations: http://blender.stackexchange.com/a/15667/1853

To get to very detailed but efficient mesh, you can get to the level of detail you want with the subsurf modifiers, apply them (use the apply button on the modifier), and then use a decimate modifier to make the number of vertices more manageable while keeping the shape.

Using a subsurf (subdivision surface) modifier before the displacement will give you a lot of flexibility.

enter image description here

Here's a simple plane (imported with the images as planes plugin) subdivided 100 times in edit mode, and then with a subsurf modifier added to it...

enter image description here (Click on the images to enlarge)

The main advantage of the modifier is that you can determine different levels of subdivision for the 3D viewport and for the final render, so you can keep a decent level of detail for the final render, while having a responsive interface...

The order of the modifiers is important here because you want to subdivide first and displace later, otherwise you'll have a much smoother map but with less detail, like illustrated here:

enter image description here

To change the order of the modifier stack, use the triangles on the right side of the modifier's window:

enter image description here

A happy medium is using a subsurf before displace modifier and then one after:

enter image description here

But be extremely careful!: by doing that you are making an exponentially large number of vertices.

For example: If you set the first modifier with a subdivision level 2, it will create 25 vertices out a single quad. Further subdividing those 25 quads with other subsurf modifiers can very quickly take you to a number your computer will not be able to manage, and might even make it crash...

Please read this performance considerations: https://blender.stackexchange.com/a/15667/1853

To get to very detailed but efficient mesh, you can get to the level of detail you want with the subsurf modifiers, apply them (use the apply button on the modifier), and then use a decimate modifier to make the number of vertices more manageable while keeping the shape.

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Using a subsurf (subdivision surface) modifier before the displacement will give you a lot of flexibility.

enter image description here

Here's a simple plane (imported with the images as planes plugin) subdivided 100 times in edit mode, and then with a subsurf modifier added to it...

enter image description here (Click on the images to enlarge)

The main advantage of the modifier is that you can determine different levels of subdivision for the 3D viewport and for the final render, so you can keep a decent level of detail for the final render, while having a responsive interface...

The order of the modifiers is important here because you want to subdivide first and displace later, otherwise you'll have a much smoother map but with less detail, like illustrated here:

enter image description here

To change the order of the modifier stack, use the triangles on the right side of the modifier's window:

enter image description here

A happy medium is using a subsurf before displace modifier and then one after the displace modifier:

enter image description here

But be reallyextremely careful!: by doing that you are making an exponentially large number of vertices.

For example: If you set the first modifier with a subdivision level 2level 2, it will create 25 vertices out a single quad25 vertices out a single quad. Further subdividing those 25 quads with other subsurf modifiers can very quickly take you to placesa number your computer will not be able to manage, and might even make it crash...

Please read this performance considerations: http://blender.stackexchange.com/a/15667/1853

To get to very fine anddetailed but efficient mesh, you can get to the level of detail you want with the subsurf modifiers, apply them (use the apply button on the modifier), and then use a decimate modifier to make the number of vertices more manageable while keeping the shape.

enter image description here

Using a subsurf (subdivision surface) modifier before the displacement will give you a lot of flexibility.

enter image description here

Here's a simple plane subdivided 100 times and then with a subsurf modifier...

enter image description here (Click on the images to enlarge)

The main advantage of the modifier is that you can determine different levels of subdivision for the viewport and for the final render, so you can keep a decent level of detail while having a responsive interface...

The order of the modifiers is important here because you want to subdivide first and displace later, otherwise you'll have a much smoother map with less detail, like illustrated here:

enter image description here

A happy medium is using a subsurf before and one after the displace modifier:

enter image description here

But be really careful! by doing that you are making an exponentially large number of vertices.

For example: a subdivision level 2 will create 25 vertices out a single quad. Further subdividing those 25 quads can take you to places your computer will not be able to manage, and might even make it crash...

Please read this performance considerations: http://blender.stackexchange.com/a/15667/1853

To get to very fine and efficient mesh you can get to the level of detail you want with the subsurf modifiers, apply them and then use a decimate modifier to make the number of vertices more manageable while keeping the shape.

enter image description here

Using a subsurf (subdivision surface) modifier before the displacement will give you a lot of flexibility.

enter image description here

Here's a simple plane (imported with the images as planes plugin) subdivided 100 times in edit mode, and then with a subsurf modifier added to it...

enter image description here (Click on the images to enlarge)

The main advantage of the modifier is that you can determine different levels of subdivision for the 3D viewport and for the final render, so you can keep a decent level of detail for the final render, while having a responsive interface...

The order of the modifiers is important here because you want to subdivide first and displace later, otherwise you'll have a much smoother map but with less detail, like illustrated here:

enter image description here

To change the order of the modifier stack, use the triangles on the right side of the modifier's window:

enter image description here

A happy medium is using a subsurf before displace modifier and then one after:

enter image description here

But be extremely careful!: by doing that you are making an exponentially large number of vertices.

For example: If you set the first modifier with a subdivision level 2, it will create 25 vertices out a single quad. Further subdividing those 25 quads with other subsurf modifiers can very quickly take you to a number your computer will not be able to manage, and might even make it crash...

Please read this performance considerations: http://blender.stackexchange.com/a/15667/1853

To get to very detailed but efficient mesh, you can get to the level of detail you want with the subsurf modifiers, apply them (use the apply button on the modifier), and then use a decimate modifier to make the number of vertices more manageable while keeping the shape.

added 2 characters in body
Source Link
user1853
user1853

Using a subsurf (subdivision surface) modifier before the displacement will give you a lot of flexibility.

enter image description here

Here's a simple plane subdivided 100 times and then with a subsurf modifier...

enter image description here (Click on the images to enlarge)

The main advantage of the modifier is that you can determine different levels of subdivision for the viewport and for the final render, so you can keep a decent level of detail while having a responsive interface...

The order of the modifiers is important here because you want to subdivide first and displace later, otherwise you'll have a much smoother map with less detail, like illustrated here:

enter image description here

A happy medium is using a subsurf before and one after the displace modifier:

enter image description here

But be really careful! by doing that you are making an exponentially large number of vertices.

For example: a subdividion levesubdivision level 2 will create 25 vertices out a single quad. Furhter subdividengFurther subdividing those 1525 quads can take you to places your computer will not be able to manage, and might even make it crash...

Please read this performance considerations: http://blender.stackexchange.com/a/15667/1853

To get to very fine and efficient mesh you can get to the level of detail you want with the subsurf modifiers, apply them and then use a decimate modifier to make the number of vertices more manageable while keeping the shape.

enter image description here

Using a subsurf (subdivision surface) modifier before the displacement will give you a lot of flexibility.

enter image description here

Here's a simple plane subdivided 100 times and then with a subsurf modifier...

enter image description here (Click on the images to enlarge)

The main advantage of the modifier is that you can determine different levels of subdivision for the viewport and for the final render, so you can keep a decent level of detail while having a responsive interface...

The order of the modifiers is important here because you want to subdivide first and displace later, otherwise you'll have a much smoother map with less detail, like illustrated here:

enter image description here

A happy medium is using a subsurf before and one after the displace modifier:

enter image description here

But be really careful! by doing that you are making an exponentially large number of vertices.

For example a subdividion leve 2 will create 25 vertices out a single quad. Furhter subdivideng those 15 quads can take you to places your computer will not be able to manage, and might even make it crash...

Please read this performance considerations: http://blender.stackexchange.com/a/15667/1853

To get to very fine and efficient mesh you can get to the level of detail you want with the subsurf modifiers, apply them and then use a decimate modifier to make the number of vertices more manageable while keeping the shape.

enter image description here

Using a subsurf (subdivision surface) modifier before the displacement will give you a lot of flexibility.

enter image description here

Here's a simple plane subdivided 100 times and then with a subsurf modifier...

enter image description here (Click on the images to enlarge)

The main advantage of the modifier is that you can determine different levels of subdivision for the viewport and for the final render, so you can keep a decent level of detail while having a responsive interface...

The order of the modifiers is important here because you want to subdivide first and displace later, otherwise you'll have a much smoother map with less detail, like illustrated here:

enter image description here

A happy medium is using a subsurf before and one after the displace modifier:

enter image description here

But be really careful! by doing that you are making an exponentially large number of vertices.

For example: a subdivision level 2 will create 25 vertices out a single quad. Further subdividing those 25 quads can take you to places your computer will not be able to manage, and might even make it crash...

Please read this performance considerations: http://blender.stackexchange.com/a/15667/1853

To get to very fine and efficient mesh you can get to the level of detail you want with the subsurf modifiers, apply them and then use a decimate modifier to make the number of vertices more manageable while keeping the shape.

enter image description here

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