About 'Introduction To Hand Painting'!

Another technique is to use displacement in the material setup.
Basically, your object (cube) needs to have many (ten thousand, millions) vertices.
Then the displacement will stretch the verts, deforming the object.

This technique is part of this course! Be patient.

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Hello Pete !

I have already done this part of the course, but you give me what I was looking for.
I didn’t realize how powerful the displacement really is.

I was thinking that displacement struggle with complexes textures and shapes, but it’s not the case at all. However, the downside of it, is you need to add many, many and many vertices to your models, and it use a lot of memory.

For simple models, all is good, but I wonder what will happen with more complexes scenes.
I will continue my course, and I’m sure, we will talk later on this optimisation.

Thanks for your reply.

Here are the new results with displacement, and I’m quite happy with it :


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Yes, those vertices can crash your computer.
BUT!, the outcome can be baked into new texture bitmaps.
This is how artists work on game engines. High poly baking for low poly textures. Nearly everything can be baked (not discussed in depth here, in this course).

Have fun!

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