You could use the Vertex Weigh Proximity modifier to control displacement.
It will use the actual shape of the mesh to correctly displace the surface.
Create a new vertex group in your "skin" mesh and add all vertex to it with a strength of $1$. Now add a new Vertex Weigh Proximity modifier, pick that vertex group, set the "Worm" mesh as Target Object and ...
The cast modifier should let you do exactly what is in the video, with only a couple of steps.
To set it up, you will need a hose object with fairly dense geometry, and an object to pass through the hose.
To set up the system, you will need to have the object (I'm going to use a sphere as an example since that was the object in the video) positioned at one ...
It calculates the distance between the element you are changing. If it is within the radius the user selects it will use a falloff that the user has selected.
Basically the values of the matrix of the transformation that the user is done is influences by the distance of the other elements. As you can see here.
Note: distance = 1 - (the ...
In Blender 2.80 the Material's Displacement input socket accepts vectors (blue socket) instead of scalars (grey socket), which gives it more possibilities (look up "vector displacement").
To properly convert a scalar Displacement map, usually a greyscale image, and make it pluggable into the material's Displacement, you need to use a Displacement node:
Vector displacement maps can contain negative values (and this one does), so you also need to disable "clamp" under the texture's "colors" rollout. Also, you need to apply rotation since the by default Blender will import Zbrush obj's with a 90 degree object rotation to handle the Y-up/Z-up conversion, you want that applied to the base mesh, not the post-...
You generate the displacement mathematically by combining multiple Sine waves at different amplitudes, frequencies and orientations. By carefully selecting the frequencies of the waves you can ensure that they all coincide at the start/end so that the animation can be looped.
Here's the result :
This is produced by the following material :
This looks ...
Here are the steps:
Select Cycles for Render Engine
Select Experimental for Feature Set
Select Dicing Rate and Preview count in Subdivision drop down
Select Subdivision Modifier from Modifiers tab but do not apply it
Check Adaptive check box and choose dicing scale
I hope that helps
You can use displacement.
Open a movie or image file.
Create a cuboid, stretched along its X-Axis and add an array modifier, duplicating it along the Y-Axis. I choose a relative offset off 2 in the array modifier, this creates gaps between the stripes. In edit mode add a lot of loopcuts along the longest axis, in my case X.
Apply the modifier.
Unwrap it ...
The property you need to change is rather hidden in the UI unfortunately. Blender allows you to change the behavior of Displacement vector inputs per material. So as a result, there is a dropdown box in the Materials tab in the Properties Editor, under Settings -> Surface -> Displacement:
By default that will be set to Bump Only. Change it either to ...
Just scale all of the individual parts down to a size of 0 in the UVmap (using individual origins as scaling center). That way, each part will stay intact, but will be displaced as a whole according to the value of your noise where that UV island resides.
Edit: if you use a displacement modifier instead of shader displacement, it's easier ...
The easiest way to do this is with an empty (empties can be thought of as an object that only stores loc, rot, and scale).
In the modifier, just switch the type to object, and then specify an empty in the drop-down box.
Here is an example blend:
I got a pretty decent result by using an ocean modifier and a displace modifier.
I find that icospheres lend themselves to displacement better than UV spheres due to the more even geometry. So for the above example I used an icosphere with a subsurf modifier to give it some more geometry.
The basic wavy fluid look is produced with an ocean modifier. The ...
To have consistent scale, create an Empty in your scene and make it control the texture scale.
Create an Empty
Edit your material by adding an Input>Texture Coordinate, using the Object socket and linking it to the Empty in the "Object" dropdown
Scale (, Rotate, Move) the Empty to make the feature the size you want. This will apply in a coherent way to ...
The simplest method of creating mist is to simply use the Compositor to use the Z pass to control a Mix Color node.
The Divide node should be set to the range of the required mist in Blender Units - ie, the distance between the point where there is no mist to where the mist is fully obscuring the scene. The Subtract node can be set to indicate where the ...
The confusion is probably stemming from the fact that this output was changed post-2.79. More confusingly, the later builds are still officially labeled as a form of 2.79 due to how Blender versioning works. For clarity, the rest of this answer will use "2.79" to refer to the stable release and previous versions, and the term "nightlies" to refer to the post-...
The Displacement node is an upcoming feature - this is an example of the documentation being ahead of the official Blender release.
You’ll note that in the example image from the documentation the Material Output Displacement socket is a Vector type (it’s blue). At all ‘current’ releases of Blender the Displacement socket is a Scalar value (grey) and would ...
I think you'll need to use a UV map here as using a vertex group does not seem to give a good result.
As you want to use a displace modifier you'll need to subdivide your shape a lot. But, whatever the subdivision level is, the precision of the displacement will be limited by the texture resolution itself.
So, if the model is to be 3D printed, both ...
Only DirectX applications use DX normal maps. And DirectX run only under Windows mainly due to license. For everything else you need to use OpenGL. For sure is good always check documentation.
On image below you can find simple way how to convert DX to OpenGL (or OpenGL to DX)
Yes, you can.
But you need to use different modifiers for this.
First, remove subsurf and use multires+displacement:
You need to use multires for simplicity in creating normal map for game engine. With normal map you can create a detailed object without complex geometry, that important for game engines.
For creating normal map, unwrap your object (U), ...
What you are looking for is probably a regular displacement modifier. Most options you tried are "generative" and create geometry or alter it profoundly, making them unsuitable for applying on more complex geometry like a character.
Just use your regular mesh character, a sphere or any other more complex shape, add some subdivisions to it with a Subsurf ...
Baking Displacement maps is very easy in Blender Internal. Switch to it.Then unwrap low poly object. Switch baking pass to Displacement, set appropriate distance.Enable Selected to Active. Select low poly object, switch to Edit mode.In UV/Image editor create new image (switch 32bit float on when generating), make sure, that UV map of the object is displayed ...
Have you tried with Lattice? Not easy to manipulate though...
Create a plane, subdivide it. Create a lattice above your plane. Give your plane a Lattice modifier with the lattice as Object.
Move the lattice vertices so that it deforms the plane the way you want. Create some shapekeys if you want this shape to change over time. Move it over the plane. You'...
Add a Displace modifier to the object, set the texture coordinates to "object". Add an empty and set it in the object field. Set the strength to a low value (0.1 for example) and set the direction to "RGB to XYZ".
Add a texture in the modifer, and click on the far right icon of the texture field, alternatively click on the checker icon on the bottom of the ...
If I got what you asked, you can do something (little) mapping the displacement as UV, then unwrapping the displaced mesh, and setting the mesh UV as modifier target. Then (eg) rotating the UV, the displacement rotates. Scaling the UV, the displacement scales.
then rotating the UV:
while to scale it on the mesh (horizontally, on the displaced surface, ...
You were probably reading about Cycles displacement (like for the rendering not baking displacement maps). AFAIK Cycles doesn't and won't soon have this as a bake option. The workaround for now is to bake it out using the BI engine.
You can use the displacement modifier to do this, just remember that you have to subdivide the model to get more geometry to displace.
If you want to use a procedural texture you can do it changing the texture in the modifier
Also you can use cycles displacement but this is an experimental feature
I would probably just sculpt that detail in sculpt mode with dyntopo enabled and detail size set to 3 - 5. I'd probably make the hat of the mushroom a separate object in order not to mess up the nice topology of the rest of the model. Also, if you keep a copy of the hat as it is now, you could then later use the high-res sculpted hat to bake displacement and/...
The problem here is the texture coordinates/projection of the image, you are currently projecting the image in a single direction onto your mesh. You can think of projection working very much like a film projector here. By selecting 'Box' rather than 'Flat' as David suggested, blender will instead project from 6 different directions (as if a cube was ...