So I created this complex (for me) node network to create mountains. I didn't sculpt them, it's just a plane subdivided a lot with a subdivision surface mod. So the actual mountain is only visible in render mode. So in 3d space it's just a plane. My question is: How can I make the displacement as actual mesh? Like in 3d view I can see and edit the mountains. I want to do this because: 1) decrease render time and 2) I want to create a village underneath the mountain.

Please tell me the process of how to do this. I tried searching for tutorials but all of them already have a high poly mesh that the want to bake. I hope you will understand what I want and go easy on me because this is new for me :)

enter image description here the rest of the images: https://i.stack.imgur.com/CqKn1.jpg

enter image description here

I baked my noise nodes and in the bake settings used the emit option. I got a black and white image and saved it as a openexr because I used a 32 bit image. Then I used a displacement mod with the image I baked. But I'm getting only a small part of my mountains. What did I do wrong?

enter image description here

[![enter image description here][4]][4]

what i get with normal in displacement mod [4]: https://i.stack.imgur.com/BrrbQ.jpg


1 Answer 1


What you can do is using a Displace modifier instead of a Displacement node.

To get the same result as your current 3D reliefs, you need to save the black and white image texture you're using in your Displacement node.

Either this image is already existing as one unique image and in that case it will be easy to load it into your Displace modifier, or it's made of a mix of several nodes, in that case I guess you'll need to bake the b&w texture.

To do so, make sure you're in Cycles Render, plug your nodes so that the b&w composition is displayed as a diffuse image on the surface of your plane. Create a new Image Texture in your Shader Editor, don't plug it into anything, inside this Image Texture click New to create a new black image, call it Displace Image for example, keep this node selected.

In the Render panel > Bake, choose Bake Type > Diffuse, disable Direct and Indirect, enable Color, click on Bake, the image called Displaced Image should now be the b&w displacement image.

Once you get your b&w image, use it in the Displace modifier: Create a Displace modifier, click on Texture > New, in the Properties panel > Texture, in the dropdown menu, select Displaced Image.

With the same b&w image, you'll have the same effect, on the left Displacement node, on the right Displace modifier:

enter image description here

  • $\begingroup$ Maybe mention floating-point, linear EXR? Also, out of interest, I've always used Emission, and I think you can get away with 1 sample. Do you know? I'll have to run through some basic tests to reassure myself.. trying to get my head around what happens where. $\endgroup$
    – Robin Betts
    Jun 24, 2020 at 8:14
  • $\begingroup$ I'm not sure what you're talking about actually ;) maybe give your own answer to elaborate what you mean? $\endgroup$
    – moonboots
    Jun 24, 2020 at 8:20
  • $\begingroup$ Thank you for the response! I did what you told me but I'm only getting a partial result. Instead of getting my mountains im getting little slops... See my edited post for the image. How do I fix this? @moonboots $\endgroup$
    – AntonPg
    Jun 24, 2020 at 8:21
  • $\begingroup$ did you use the exact same b&w picture (or were you able to bake it correctly if it was necessary?)? Also, have you tweaked the Displace strength factor? $\endgroup$
    – moonboots
    Jun 24, 2020 at 8:27
  • $\begingroup$ @AntonPg, also, in the Displace modifier, I think you should choose Direction > Normal $\endgroup$
    – moonboots
    Jun 24, 2020 at 8:30

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