How to Make a Cliff in Blender


https://i.ytimg.com/vi/Vhik235dWLk/hqdefault.jpg



Discover how to use sculpting and displacements to create a pretty convincing cliff in Blender.
View the post: http://www.blenderguru.com/videos/how-to-make-cliffs/

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41 responses to “How to Make a Cliff in Blender”

  1. Edit: I fixed it by manually changing the Y scale to 0.100 from 1.000 and it looks nearly the same as if apply scale actually worked.

    When i apply scale the plane gets crazy big. Like it jumps to
    X:150m
    Y:3m
    Z:100m
    Does anyone have any idea why that would happen? When I try to fix it the dimensions the other two beside the one I'm editing jump to huge number and then it just reads "1.#QOm" and the plane disappears.

    Help?

  2. Is it possible to creat a node setup which analyses the angle of the faces and so the particle are placed accordingly? Also your grass should grow in the Z direction. Plants grow in the direction of the light and usually the biggest amount of light falls down.

  3. CRUCIAL QUESTION! I am working on a much larger cliff face for realism that is about 40 meters high. When working on large objects i find that texturing becomes difficult because 1) I have to make the rock texture small in order to match the scale of the cliff so the cliff looks big but in doing so the texture gets really pixalized and loses detail 2) I can't just tile the texture across it because the tile because extremely obvious then. I guess the question is what is the best way, if any, to texture rocks onto a large face while maintaining the most detail??

    (Besides texture painting because the same problems occur)

  4. I'm not sure what I'm doing wrong, but when I add a subsurf modifier, it doesn't show any addition of cuts. Therefore, when I try to add the texture after adding a disperse modifier, nothing happens. Any suggestions?

  5. I have a problem, I cannot figure out something. When I work on Blender v. 2.74 on Sculpt mode with Multirevolution modifier my Plane changes as a mirror-image. I don't use Mirror modifier and I did everything the same as Blender Guru only I was change Normal Map (15:20) to Bump Map. What I need to do to fix this?

  6. At 8:40 he adds a texture to the displacement modifier, it defaults to the "Clouds" texture and messes with his plane. I have been following him exactly, and when I add a texture, it does nothing to my plane. (I noticed mine didn't default to "Clouds", but even when I set it to "Clouds" still nothing happens to my plane.) Can anyone help me with this? I've struggling for several hours with this and It is stopping me complete the tutorial. Thank you!

  7. Why is it that the quality of my image render does not match the video?  This is especially when I add the bump normal images it makes it look awful.  I've read in a few places that Cycles render doesn't work well with an AMD card, which is what I have.  Is that my problem or is something else going on?

  8. You said "here in Korea"… You live in Korea??? Cool! I've been wondering where you live lol not to be creepy. Anyway, thanks for all the awesome videos! I downloaded Blender like five days ago and I've been obsessed with your videos. They've been so incredibly helpful. It gives me so much joy whenever I successfully model something that looks cool. So thanks for helping me do that! Keep doing awesome stuff. You're good at it. 🙂

  9. I'd just like to add some to this: Realistic grass grows upward, so It'll only glow on faces poiting upward.

    A way you can do this in blender is to select your wall and go into edit mode and add a sphere to the mesh.
    on that sphere, select all the faces you'd not expect grass to grow on and delete those.
    Now select what remains of the sphere and go to 'select > similar', and click 'Normal'.
    This will select all the faces of your mesh that grass can grow on.
    Now you can add those to a new vertex group and delete what's left of the sphere.
    Then go to your particle render settings, and under 'Vertex Groups > density', select the new vertex group. This will only have the grass grow on the upward pointing faces.

    This doesn't account for faces that have been displaced through modifiers though, and since it's impossible (as far as I know) to add vertices to a group based on normals through a modifier, this process only works after you've applied all modifiers that change the mesh's shape. I'd advice you wait with this untill last.

    If someone knows a better method I'd be glad to hear of it.

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