I have been for days trying to figure out this or find a good tutorial. Thank you for this, I will try it out
@JohnSatan
Жыл бұрын
Great tutorial, much better and comfortable than just sculpting on subdivided plane, thanks
@Meteotrance
15 күн бұрын
This is insane, i want to know if it's work as Vector displacement map in shader mode or with a geometry node trick ...
@giorgifolio
Жыл бұрын
thank you
@SumNumber
8 ай бұрын
Very cool. :O)
@laimisvaisvilis2115
Жыл бұрын
👍👍👍
@williamvancleave991
Жыл бұрын
Will you explain how to save the VDM brushes? I have created brushes but I can't figure out how to make them usable in other blend files. Thanks for the video and help.
@StrayTOS
Жыл бұрын
Blender officially recommends saving VDM images in OpenEXR format. Therefore, save the baked render image to order "Image -> Save As..." from the menu. Output settings that the File Format to OpenEXR, Color is RGB, Color Space is Non-Color, and Color Depth is Float (Half) or (Full). It will be a VDM image file that can be used in the other scenes. I would be happy if you could refer to it.
@pranav_indoria
Жыл бұрын
Hey, I'm new to vdm brushes, especially in blender. I've sculpted using the brushes and it seems fine(using the blender official demo file for vdm brushes) but when I switch to object mode or edit mode it only shows the original mesh and not the sculpted one. Can see the sculpted mesh in rendering just fine. Is this normal or am I missing some step of "applying" the vector displacement data to the mesh so that I can work with it in shaders/object mode/edit mode/etc. ? Loved the tutorial on baking btw!
@StrayTOS
Жыл бұрын
There are two situations for mesh structures in Blender sculpting. One is with the actual BMesh is add/reduce and manipulated to deform the vertices that the raw mesh vertices. The other is to record vertex variation as internal information for UV. Multiresolution Modifier deals with data recorded in UV coordinates, so it basically becomes the original prototype mesh in Edit mode and Object mode. Also, if the Multiresolution Modifier setting has a different Level Viewport setting than Sculpt or Render, the object displayed in 3D View will also be displayed in its original form or with a low level of polygons. It will also be applied based on this Level Viewport value, so if you want to edit the mesh, you should pay attention to the setting value and apply it. I hope I have matched the question you are referring to very well.
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