7 votes
Accepted

Use shader's texture in displacement modifier

As of today, you can't exactly use shader's textures into modifiers. You can either recreate your texture in Blender's legacy texture system, or bake the texture into an image. The legacy textures ...
L0Lock's user avatar
  • 15.7k
7 votes
Accepted

How to make a specific wavy plane

Geometry nodes are the best solution because they are non-destructive and allow you to quickly change the result in real time. Note that the wave corner on the reference should be pointing down.
ugorek's user avatar
  • 977
6 votes

How to make a specific wavy plane

This can be a ShiftA Add > Mesh > Math Function Z Math Surface, some variation of: z = sin(x) * cos(y). (Or for a phase-shift.. ...
Robin Betts's user avatar
  • 75.7k
5 votes

How would you make a procedural displacement texture resulting in random planar faces?

New Answer: I have adapted my first approach a bit and also fed the Normal slot of the Glossy Shader to create the impression of a perfectly flat surface. If you want to also achieve the beveled look ...
SolomonTheScapegoat's user avatar
4 votes

Geometry Nodes - Controlling Direction of Displacement

To displace only the upper points of a mesh, you would have to select them correctly. The node Compare, with which you can compare the normals of the faces, for ...
quellenform's user avatar
  • 34.9k
3 votes

How to model this type of edges in chocolate's packshots

You could first sculpt (even more than I did if you have the patience): Then give it a material with a mix of several Voronoi Texture in order to mix different size of holes, plug into a Bump node, a ...
moonboots's user avatar
  • 152k
3 votes

Modeling the inside of a chocolate

In general, those things are some creatively tuned settings of Noise Texture fed to Displacement. For example for chocolate you could do something like this: It looks more like caramel part, and with ...
Markus von Broady's user avatar
3 votes

How can you keep a Geometry Nodes displaced plane's edges at location 0 on the Z axis?

you can use edge neighbors node to select inside faces of mesh, not the border. (blender 3.6.1)
Pooya heydari's user avatar
3 votes

How to smooth the convex shapes of a bump map?

You have to make sure the texture has smooth gradients in it. If you just paint something with texture paint, the greyscale image will not have gradients that match the shape of bump you want. You ...
Martynas Žiemys's user avatar
3 votes
Accepted

Denting a sphere into a plane

For kicks I went the Shrinkwrap route: I sub-divided the plane surface into sufficient segments and assigned the center group of vertices to vertex group "Group". I then used the Skrinkmap ...
james_t's user avatar
  • 5,351
3 votes

Blending in or Fading-out /Falloff of Geometry nodes Displacement Modifier

From comments: the set position node is not influenced by vertex weight it seams, any idea how to solve that? You're currently using the vertex group as an input to a selection, which is a Boolean ...
Nathan's user avatar
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2 votes
Accepted

Displacement through Geometry Nodes and vertex paint as masking

with this node tree: i simplified it a bit, but i hope you understand the principle. you get this: The trick is: you have to give the voronoi the same positions to both x-sides. By this you will get ...
Chris's user avatar
  • 58k
2 votes

How do I apply displacement texture on selected faces of a mesh?

You could use a black and white image as stencil brush in Sculpt mode: Here is the image I've used: Keep the Draw brush, open the N panel, under Brush Settings > Texture, select the brush, and ...
moonboots's user avatar
  • 152k
2 votes
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Vertex group, weight paint and Displace modifier

For weight painting a line, you can extrude the line (a priori along X here), weight paint, then delete the extruded part. After that:
lemon's user avatar
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2 votes

How to smooth the convex shapes of a bump map?

If you want the shape to be smooth you need to use a blurred black and white pattern. Note that the settings of your image texture needs to be PNG and 16-Bit Float (or 32-Bit Float ?), and the Image ...
moonboots's user avatar
  • 152k
2 votes
Accepted

Add two displacement modifiers to one object (additive)

Both your texture-images sound like height maps... in which case, for addition of heights, the displacements should be in your height-direction. (By the look of it: Z ). In the first displacement of ...
Robin Betts's user avatar
  • 75.7k
2 votes
Accepted

What's the difference in using displacement map vs real geometry?

Is there a performance (or any other) difference between these methods? If you end up with the same mesh in the end, no. Displacement (for Cycles anyway) is tessellated to a regular mesh at render ...
JtheNinja's user avatar
  • 9,122
2 votes
Accepted

Using VDM Brushes procedurally in Geometry Nodes?

Here is node setup example of scattering VDM from points.
Higgsas's user avatar
  • 521
2 votes

How can you keep a Geometry Nodes displaced plane's edges at location 0 on the Z axis?

You have several possibilities here... One possibility would be to combine the noise texture with a gradient texture, and to define its effect and range with ...
quellenform's user avatar
  • 34.9k
2 votes

Getting "experimental" true displacement to work

Time for update ... True Displacement (called also micro-displacement) ... you make it work in Blender in three steps ... 1. Render Engine ... is still available for Cycles render engine and still ...
vklidu's user avatar
  • 36k
2 votes

Bumps always appear spikey, or pointy. How can i make it more rounded and spot at the top

You can simply add a RGB Curves node and smoothen the falloff. Here I have demonstrated it with a simple gradient texture. This can also be done with a Color Ramp ...
The Kalaakaar's user avatar
2 votes
Accepted

Geonodes: bezier curve displacement, but I want the start of the bezier curve to stay at the origin point and gradually displaces? (fall-off like)

So after a few experimenting, I think I've found the solution, at least it works for my case. I'm still quite new to geo-nodes so better solutions are always welcomed!
Roger's user avatar
  • 89
2 votes
Accepted

Particle Board Procedural Texture

Here's a shot at a procedural particle board, that can be baked to an image for the purposes of modifier Displacement: As you can see, it's a bit big to be simply illustrated. It divides the UV space ...
Robin Betts's user avatar
  • 75.7k
2 votes
Accepted

Blending in or Fading-out /Falloff of Geometry nodes Displacement Modifier

(Using Blender 3.6.5) The following approach is computing the distance of painted points to the boundary edges of the painted region. The Z-displacement is then adjusted through a Map Range node. The ...
StefLAncien's user avatar
  • 2,622
1 vote

HELP - How do you push / stretch a tessellated mesh like this medical video?

For this effect you can get away with Cast Modifier instead of using Cloth simulation. The Cast Modifier displaces the vertices of the mesh on a primitive surface like Sphere, Cylinder or Cuboid. In ...
Rumen Belev's user avatar
  • 3,368
1 vote

slope from an extruded curve object

(Using Blender 3.6.5) The Z coordinate can not be modified because the shape of the curve is 2D. And it as to remain 2D to fill upper and lower surfaces. Procedure: Add a Geometry Nodes modifier to ...
StefLAncien's user avatar
  • 2,622
1 vote
Accepted

How to model this type of edges in chocolate's packshots

A good start is procedural modeling using modifiers: Add a Cube Add a second Cube and Bevel the side edges. Delete the Front and Back faces and add a Solidify modifier to it. Make sure the faces of ...
Rumen Belev's user avatar
  • 3,368
1 vote
Accepted

Material displacement to mesh around UV sphere, strange normals?

The output of your shader's procedural 'lumps' cluster, before being plugged into the Displacement, is a height..., a scalar value. A Displacement shader node, given that height as a parameter, looks ...
Robin Betts's user avatar
  • 75.7k
1 vote

How to I bake the displacement texture on an image?

If you don't want to change the UV islands size, you could play with the Scale values of the Mapping node. To make it simpler, plug an (Input) Value node into the Scale input of the Mapping node and ...
moonboots's user avatar
  • 152k
1 vote

Use shader's texture in displacement modifier

Did this by following this tutorial (https://www.youtube.com/watch?v=LLQFopN--LY): creating a image texture node creating a new image in image editor setting the image texture node's image to the new ...
reign's user avatar
  • 319

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