39 votes
Accepted

Worms crawling under skin

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 ...
Duarte Farrajota Ramos's user avatar
27 votes
Accepted

Bulging Garden Hose Animation

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 ...
Brenticus's user avatar
  • 6,863
19 votes
Accepted

Turn black and white image into normal map blender

Normal map colours describe pixel direction (surface angle) ... not a height. Black&white image like your represents pixel height. It can be converted into something like normals, but it requires ...
vklidu's user avatar
  • 34.8k
18 votes
Accepted

DirectX vs. OpenGL normal maps

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 ...
Shubol3D's user avatar
  • 2,122
17 votes

DirectX vs. OpenGL normal maps

Blender uses the OpenGL format. This image shows an optimized version of normal map conversion, because it doesn't convert between number and color, so it is faster with Cycles and EEVEE: This ...
Vilém Duha's user avatar
17 votes

How can I model a very porous rock?

It looks like a noisy volume to mesh transformation might work for you. Perhaps a modified "Swiss Cheese" geo_node setup (below) would work with a noisy displacement shader added. Best of ...
PLM MPT's user avatar
  • 319
16 votes

Make special organic procedural texture

I ended up finding something that comes close ! Here is my procedure : 1.Add a cube. 2.Add this modifier : First displace texture is for animating, add empty for focus coordinates object : The ...
Pomess's user avatar
  • 431
15 votes

How to Make flower petals compressed INSIDE a Sphere

Here is an option with a zero-gravity Cloth simulation. First, lazy modeling of these flower petals inside: create a plane and subdivide it a few times. That's the flower petal instance. create a ...
Blunder's user avatar
  • 13.5k
13 votes
Accepted

What is the algorithm behind Blender's Proportional Edit?

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 ...
J. Bakker's user avatar
  • 3,031
13 votes
Accepted

2.8 Adaptive Subdivision

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 ...
Neeraj Lagwankar's user avatar
12 votes
Accepted

How to map the displacement texture?

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 ...
JakeD's user avatar
  • 8,377
12 votes
Accepted

Material displacement looks slanted to one side in Blender 2.8

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 ...
Nicola Sap's user avatar
  • 12.8k
12 votes
Accepted

Radial vector displacement

The strategy in this example is to generate the displaced position Q of the shading point P (in an originally planar Object ...
Robin Betts's user avatar
  • 73.9k
11 votes

How can I model a very porous rock?

You could: Subdivide a cube, sculpt it: Give it a Displace modifier with a Cloud as Texture: Add some fake displacement with 2 levels of bump noises: Select random faces, extrude along normals in ...
moonboots's user avatar
  • 145k
10 votes
Accepted

Water ripples / waves on the surface of an object

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 ...
PGmath's user avatar
  • 25k
10 votes
Accepted

Create Seamlessly Looping Animated Displacements

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 ...
Rich Sedman's user avatar
  • 44.3k
10 votes

Worms crawling under skin

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 ...
moonboots's user avatar
  • 145k
10 votes
Accepted

Can't get procedural displacement to work at all

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 ...
aliasguru's user avatar
  • 11.2k
10 votes
Accepted

Object displacement - ocean of hexagon tiles

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 ...
tobkum's user avatar
  • 984
10 votes

How to Convert Material Displacement to a Mesh?

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 ...
moonboots's user avatar
  • 145k
9 votes
Accepted

Zbrush Vector Displacement Maps

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 ...
JtheNinja's user avatar
  • 9,082
9 votes

Make landscape fade with distance

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 - ...
Rich Sedman's user avatar
  • 44.3k
9 votes

Can I turn a procedural displacement into geometry?

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. ...
Crantisz's user avatar
  • 33.6k
9 votes

How can I replicate this raised letter effect?

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 ...
Leander's user avatar
  • 25.7k
9 votes

Why the displacement option in the material panel is missing?

The Settings panel from your first screenshot is from the Cycles render engine. The second screenshot shows a project where Eevee is the current render engine. The render engine can be changed in the ...
Robert Gützkow's user avatar
  • 25.4k
9 votes
Accepted

How to evenly distribute tiles on Cone

Theory I don't think you have a chance to get there with this single texture and your mesh topology. The only reasonable solution that came to my mind is to use some radial texture, like one based on ...
vklidu's user avatar
  • 34.8k
9 votes
Accepted

grow faces over single axis

I would keep the displace modifier but start from a single vertex that way it doesn't deform the meshes. Start with a single vertex and add 2 Array modifiers Add a Displace modifier, setup a cloud ...
Gorgious's user avatar
  • 29.3k
9 votes
Accepted

How to create a beveled "blades" that follow the shape of a 2D image?

Get a mesh object shaped like a world map. Maybe download an SVG world map from the internet, there are plenty around, import it and convert to a single mesh object. Create a simple mesh plane ...
Duarte Farrajota Ramos's user avatar
8 votes

Water ripples / waves on the surface of an object

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 ...
Duarte Farrajota Ramos's user avatar

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