Blender Tutorial: Micropolygon Displacement Basics Part 2/2
Continue learning the Micropolygon Displacement in Blender with the part 2/2 (of the free update to Space VFX video course).

Watch part 1/2:

Create stunning landscapes, planets, sci-fi patterns, asteroids and much more!

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What’s in this Space VFX update 1.1?

1.5 hours of bonus video tutorials:

Micropolygon Displacement Basics Part 1
Micropolygon Displacement Basics Part 2
Exoplanet: Zoom to the Surface

Update teaser:

If you have Space VFX you’ll get all the project files, textures and animations.

About Space VFX video course:

Creating a 3D universe is hard… no longer! After watching this 16+ hours video course you’ll be ready to create any space object in Blender. Quasars, gas giants, planets, black holes, asteroids and more.
Aidy Burrows and Gleb Alexandrov, two Blender geeks joined forces to create this cosmic tutorial series.

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Video Info: 16+ hours, 1920 x 1080 (download+streaming), MP4 format
26 Space VFX Tutorials
2 Workflows: Procedural and Image-based
Skill Level: Beginner-Intermediate
Bonuses: Project Files and Extra Assets


46 responses to “Blender Tutorial: Micropolygon Displacement Basics Part 2/2”

  1. Wonderful Video, thank you so much man.. I have one problem, when i add the Math node and set it to Multiply and give the strength to 50 the height of the displacement is not at all rising. Can any body help me on this pls :(. I am using Blender 2.79

  2. What am I missing? The displacement isn't actually popping out in to the 3rd dimension? It just looks like a normal simualted bump map with no real Z displacement happening. I have experimental on and Adaptive checked on the subsurface modifier. Someone said something about turning displacement to "true" but can't find that option.

  3. Anyone care to help a small problem? Using Blender 2.79b here. My displacement in previous versions used to come out quite brilliantly. Now they look less than decent. Doing mostly greeble tech panel type of work. Lots of stretching in my displacement. Any ideas as to why? Made 8k images in adobe illustrator exporting open exr via After Effects.

  4. Do games use this?? I think this should be very demanding (=not). I just wish you could keep the geometry that the normal map faked, like, subdivide the mesh and apply the fake rendered geometry to the mesh. Actually, in zbrush that can be done!! they create custom brushes from a texture and then apply it to the mesh, and it actually becomes part of the geometry, and not just a trick, they use it many times to put sci-fi elements in hard surface models.

  5. I dont get this. I thought you were just gonna generate some Normal maps and use it to fake detail. But, somehow, this "trick" makes the geometry modify acording to the texture?? Never heard of this. I guess its just easier to use this instead of modeling everything, but its weird that you have to render it to see it, in object mode you cant see it, so its a rendering trick?? I just saw some other dude doing this and i thought the geometry would modify itself acording to the texture, like, that you could keep the geometry like that, but i guess that would be too good, or maybe exists, i dont know.

  6. Hi Greb. Great work and the concept of using micro displacements and height maps has me fascinated. I see that you have credited Michalis with the imagery you used when you made your own depth map. I found the extra long thread on started by Michalis on this very subject and wondered whether the posters on there ever did get around to creating a repository or library of images which the community could use to put detailed sci fi panels and other surfaces together?

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