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in this tutorial I'm going to show you how
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to use displacement textures in Maya with redshift
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displacements in Maya uses a texture
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either a grayscale height map or a vector image
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and then hooked up through a material
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it will displace or modify your object
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geometry based on those values within the texture
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and you can use displacements to very quickly create
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detailed geometry
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without having to actually model it or sculpt it
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so here is how to quickly
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set up your material in redshift and begin to render
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using displacements
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here is an example of a height map displacement
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what it looks like
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a grayscale texture
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that will use black
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and white values and ranges in between
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to displace your geometry
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and here's another one
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so just to give you an idea of what they look like
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and I got these textures from textures
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com so just to give credit where I got them
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so we're going to use this one as an example
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to begin to display our geometry
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and I also have an albedo and a roughness along with it
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so I'll hook them up later to complete the material
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so what I have here is a simple scene setup
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just so you know what I'm using
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I have a Dom light
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a wretch of Dom light
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with an HDR image assigned to it for lighting
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if you want more on how I set this up
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and how to use one
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I have a tutorial
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on how to set up HDRI base lighting
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and then I have a simple plane
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and the only thing
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I did to it is I've changed the size
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width and height
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to 500 units
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and I've left subdivision width and height to 10
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which is the default
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so I've just made this plane larger
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and this is going to matter
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when we begin to adjust some properties
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for displacements
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so right now I have nothing else inside the scene
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and I have a limbered material applied out to it
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so if I go ahead and do a quick render
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let me bring it over here and do a quick render
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here's what it looks like
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so let's go ahead and set up our redshift material
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going to go open up half a shade
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and we're going to
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create a whole new redshift material
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go to redshift
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redshift material
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and let's go ahead and name it really quick
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so I know what to apply
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redshift RS and displacement
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and of course you can name this anything you want
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so again the first things I go
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through when I set up a redshift material
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for metalness workflow
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is I change BRDF to GGX
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and frontal type to metalness
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alright and the first thing for displacement textures
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and the only thing you need
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is a redshift displacement node
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you don't even need to adjust or input any other map
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we can just simply start off with that texture
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with the displacement texture
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so if you take a look at this material
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the material shader group
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this is where we would plug in our
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displacement node right here
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into the displacement shader
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so there's only one difference that
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if you've watched all the tutorials in the series
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we had to
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use all the textures and plug them in right here
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and our displacement node will now go into here
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so let's go ahead and insert that node
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in this Graph Editor
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hit tab and search for displacement
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and the one you need is this redshift displacement node
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go ahead insert it
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and take the output
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left click hold and drag
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and connect it into this placement shader input
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and our node is now connected
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if you select this node
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we have a property for a texture map to assign
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so let's go ahead and assign it now
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I already have those
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textures inside the Source Images folder on my project
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so I'm going to click on this checkerbox
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go to file and then under image name
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let's go ahead and click on this folder icon
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and off screen it's already
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put me in the source images folder
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I'm just going to sign one of the textures that I have
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and it's going to be that height map that I showed you
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it's going to be this one right here
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everything else will stay default
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we don't need to change anything here
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let's go back into the RS displacement node
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and again
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here we're also not going to change anything
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other than I'm going to point out a few things
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you have map encoding
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there are two types of displacement textures
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you can use height field
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which is the one that we are using
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the height map the grayscale
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and there's also a vector one
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now I haven't used this one before
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but I've used the height field one
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that's the one I'm gonna stick with
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and that's the most common one they usually find
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or use so now let's go ahead and
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apply this material onto that flat plane
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select it
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right click hold and let's assign existing material
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displacement and let's go ahead and do a render
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I'm going to go ahead and enable IPR
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and nothing is happening
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the material is on there but
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it's not displacing the geometry
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so what you need to do is
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enable a few properties
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on the object level for
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that plane or for the
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object or for the mesh that you are using
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to tessellate
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and then to displace
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so if you select your object
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and you go to Attribute Editor
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and you go to tessellation tab
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and it's actually going to be found right here
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under redshift
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open that up and then you have two properties two more
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tabs to open up tessellation
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and displacement
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so again this is going to be on an object level for
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your mesh inatribute editor
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into inside the ratchet tab
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and you need to enable tessellation
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this will desolate and add
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additional geometry onto your object at rendertime
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so this would adds the extra g 0
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and then the displacement
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go ahead enable this as well
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and that is the texture that we are using in order to
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displace the geometry
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and these two work together
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so we have to enable them both
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one enables the texture use of the height map
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and the other one begins to tessellate your
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geometry at run the time
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and you can see already is beginning to come through
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now I'm just going to
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quickly rotate this so we can see it better
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so I'm going to go ahead E Alt J
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rotate snap
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so this way the textures just point in the right
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direction
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just so we can see it better
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so it's not as strong as we want it
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but it is coming through
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so the first property that you need to adjust
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in order for it to begin to displace a lot further
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is under displacement and is going to be
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maximum displacement
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and displacement scale
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now
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usually you don't need to adjust these values as much
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if you're using very small size objects
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but because I've sized my plane
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very high to 500 units
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I'm gonna need to increase these values
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and I'll show you what it would look like on an actual
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plane first so let me actually do that now
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if I create a simple plan and I don't size it up
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and let me just get it framed in
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so here's what it looks like
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if I apply my material on to this
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default plane
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and then select that plane
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and again we need to
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enable the same properties because it's a different
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object now so I'm going to go into the attribute editor
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redshift enable testellation
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and enable displacement
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and you can see it's already working
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so these values work
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based on the level
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of scale that you have for the object
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and it's not very intense for our larger plane
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because it's a large size scale of the object
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so you can see it's already actually working
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so for the other object what I need to do
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or actually if you were just using the default
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sizes you just need to lower these values
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so just for example since we're here
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I will lower 2.5
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and probably just stick with the displacement scale
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and you can begin to see it coming through
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it's kind of hard to tell because of the lighting
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but it is beginning to displace my geometry
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based on the texture
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now I'm going to go ahead and disable this and
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actually just delete it
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and come back to my larger scale plane
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so for this particular one
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I'm going to come back into the attribute editor
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and we just need to increase these values
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in order to match up
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to the scale of our plane
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this is the first value
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I would adjust as the displacement scale
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so let me increase it all the way up to 25
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and it's going to begin to displace
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now it's not going to be as strong again because
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my maximum displacement is back down to 1
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so if you need to increase these values
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to a higher number
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you will just increase them pretty much together
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so one will
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increase the displacement scale of the texture
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and the other one actually pushes out
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and sets the maximum displacement
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for that texture
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so if I go ahead and take a look at the side
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you can already see
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it's beginning to displace it
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so let me go higher let me go 50
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and 50
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and I'm going to go ahead zoom in a little closer
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so here we're using this texture right here
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it's using the values of black and white and grayscale
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and it's beginning to
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displace our geometry on that fly plane
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so our flat plane is still low poly
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but at render time
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it's tessellating and beginning to displace it
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so again these two values work pretty much together
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if you have to scale your objects to a higher value
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higher size in units
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so you just increase these two numbers
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otherwise if they are just default sizes then you just
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work
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with the lower values for each of the displacements
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you also have enable auto bump mapping
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this is usually always on I don't change it
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but basically this
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enables you to have
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that surface detail that you
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usually get through in normal map
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but for displacements that has just on and off
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and it gives you that extra detail
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on an object that surface detail
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and the other property
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that you may want to tweak depending on the object
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is the maximum subdivision
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and this is what tessellates your geometry
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at render time
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so this is the amount of quads that it tessellates
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when you render
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so default of X is good
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if you needed to lower for performance reasons
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maybe you go down to 4
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if you go down too low
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you may not have sufficient geometry to tessellate
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so 6 is usually good
277
00:10:23,566 --> 00:10:25,066
but sometimes you may need to lower it
278
00:10:25,066 --> 00:10:26,966
depending on how heavy your seam is
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00:10:27,066 --> 00:10:27,733
and then you have
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00:10:27,733 --> 00:10:29,666
you do have a few more other options
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00:10:29,666 --> 00:10:30,666
as well as the minimum
282
00:10:30,666 --> 00:10:32,866
edge length this can often be tweaked
283
00:10:33,666 --> 00:10:35,966
in order to adjust the distance of this minimum edge
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00:10:35,966 --> 00:10:38,133
length of the objects being pushed out
285
00:10:38,200 --> 00:10:40,600
so this also begins to tessellate
286
00:10:40,866 --> 00:10:42,866
more aggressively when you lower this
287
00:10:42,900 --> 00:10:45,466
but again you don't really need to touch these
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00:10:45,566 --> 00:10:46,600
most of the time
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00:10:46,666 --> 00:10:48,100
when you just want to get something
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00:10:48,100 --> 00:10:50,400
quick to render in displacements and make it look good
291
00:10:50,400 --> 00:10:51,966
you just adjust the maximum displacement
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00:10:51,966 --> 00:10:53,500
and the displacement scale
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00:10:53,766 --> 00:10:55,733
alright so let's go ahead and complete
294
00:10:55,966 --> 00:10:56,966
this entire
295
00:10:57,066 --> 00:10:59,766
material and assign the other textures to it
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00:10:59,766 --> 00:11:02,133
so all we're using right now is the displacement
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00:11:02,133 --> 00:11:05,300
so let's assign an actual albedo and roughness
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00:11:05,300 --> 00:11:06,700
and see how it all comes together
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00:11:06,800 --> 00:11:08,766
so I'm gonna go ahead and select this plane
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00:11:08,900 --> 00:11:11,400
and switch over to the RS displacement tab
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00:11:11,400 --> 00:11:12,500
which is a texture
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00:11:12,533 --> 00:11:13,966
and I'm gonna assign a color
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00:11:15,133 --> 00:11:16,300
let's assign the file
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00:11:16,700 --> 00:11:18,600
folder icon and again
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00:11:18,600 --> 00:11:20,733
off screen I'm just going to choose the albedo
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00:11:20,800 --> 00:11:23,400
and then I'm also going to assign a roughness
307
00:11:23,500 --> 00:11:25,566
although we don't really need the roughness right now
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00:11:25,600 --> 00:11:26,966
because how the light is hidden
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00:11:26,966 --> 00:11:28,333
it's not going to really matter
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00:11:28,333 --> 00:11:30,066
unless I see it from a different angle
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00:11:30,066 --> 00:11:32,533
but just to complete this let's go back
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00:11:33,666 --> 00:11:35,533
and let's assign a roughness
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let's go to roughness
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00:11:36,900 --> 00:11:39,366
checkerbox file image name
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00:11:40,100 --> 00:11:41,600
and I'm going to assign roughness
316
00:11:42,133 --> 00:11:42,866
and then I'm going
317
00:11:42,866 --> 00:11:43,600
to change my color
318
00:11:43,600 --> 00:11:46,066
space to Rob because it's a roughness texture
319
00:11:46,100 --> 00:11:47,566
just like I've showed you in one of the previous
320
00:11:47,566 --> 00:11:48,400
tutorials
321
00:11:48,466 --> 00:11:50,866
and I quickly need to jump over to the hyper shade
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00:11:50,966 --> 00:11:52,266
and reconnect
323
00:11:53,500 --> 00:11:54,666
let me regrout this
324
00:11:56,100 --> 00:11:59,333
I need to reconnect the out alpha for the roughness
325
00:11:59,333 --> 00:12:00,666
and instead of out alpha
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00:12:00,666 --> 00:12:02,166
I need to use it on the channels
327
00:12:02,800 --> 00:12:05,200
and reconnect it back into reflection roughness
328
00:12:05,500 --> 00:12:06,500
let's go ahead and close this
329
00:12:06,500 --> 00:12:08,900
and I do not need to use an oral map
330
00:12:08,900 --> 00:12:11,133
because we already have that surface detail through
331
00:12:11,200 --> 00:12:12,566
the displacement texture
332
00:12:13,200 --> 00:12:14,500
so here's what it looks like
333
00:12:16,366 --> 00:12:17,866
it's displaced in our
334
00:12:18,266 --> 00:12:21,866
geometry and it's looking fantastic
335
00:12:23,366 --> 00:12:25,700
now before we finish off this tutorial
336
00:12:25,700 --> 00:12:27,300
I do want to show you
337
00:12:27,333 --> 00:12:28,733
how to create your own
338
00:12:28,733 --> 00:12:30,800
custom ones just in case you wanted to experiment
339
00:12:30,800 --> 00:12:31,266
of course
340
00:12:31,266 --> 00:12:33,933
you can alter them in a lot of different softwares
341
00:12:34,000 --> 00:12:34,933
but let's say
342
00:12:34,966 --> 00:12:35,866
if you wanted to
343
00:12:35,866 --> 00:12:37,800
experiment with Photoshop and just create your
344
00:12:37,866 --> 00:12:39,866
grayscale textures and have them
345
00:12:39,900 --> 00:12:42,100
actually push and pull your geometry and
346
00:12:42,266 --> 00:12:44,066
teslate it and displace it
347
00:12:44,166 --> 00:12:46,200
here's how to do that very quickly
348
00:12:46,366 --> 00:12:49,066
so here in Photoshop I'm gonna create a texture
349
00:12:49,166 --> 00:12:53,200
I'm gonna go to file new and I'm gonna do a 1k
350
00:12:53,300 --> 00:12:55,933
usually you may want to do a high resolution texture
351
00:12:55,933 --> 00:12:57,533
maybe 24k
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00:12:57,866 --> 00:13:01,933
but just for this example I'll use the 1K 1024 by 1024
353
00:13:02,400 --> 00:13:06,266
now for height fields or for height maps the splicemen
354
00:13:06,266 --> 00:13:08,700
so you want to actually change the
355
00:13:08,900 --> 00:13:11,333
bit size from 8 to 16
356
00:13:11,733 --> 00:13:13,333
this maintains and has more
357
00:13:13,333 --> 00:13:16,566
color information or more gray scalvalue information
358
00:13:16,700 --> 00:13:19,866
so you do want to change this to 16 bit rather than 8
359
00:13:20,133 --> 00:13:22,866
and then you also want to change RGB color
360
00:13:22,866 --> 00:13:25,366
and you want to deal with grayscal values only
361
00:13:25,566 --> 00:13:27,166
so that's the one thing you do want
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00:13:27,166 --> 00:13:28,000
to update and change
363
00:13:28,000 --> 00:13:29,066
if you're doing this
364
00:13:29,100 --> 00:13:31,200
for experimentation or just want to create your own
365
00:13:31,200 --> 00:13:32,533
in Photoshop manually
366
00:13:32,966 --> 00:13:34,066
let's go ahead and hit create
367
00:13:34,500 --> 00:13:37,166
so the way the gray scale and the black
368
00:13:37,200 --> 00:13:38,766
and white values work
369
00:13:38,766 --> 00:13:41,500
for height maps or for displacement textures
370
00:13:41,500 --> 00:13:43,800
is black is the negative value
371
00:13:44,000 --> 00:13:45,933
which lowers your geometry
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00:13:45,933 --> 00:13:48,000
and white is depositor value which
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00:13:48,400 --> 00:13:49,933
raises your geometry
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00:13:49,933 --> 00:13:51,733
and gray scale is going to be in between
375
00:13:51,933 --> 00:13:54,766
so you want to start with a gray value
376
00:13:54,766 --> 00:13:56,533
so it gives you a middle
377
00:13:56,533 --> 00:13:59,100
from which you can push and pull to displace
378
00:13:59,100 --> 00:14:01,700
so you would start with somewhere like a gray scale
379
00:14:01,700 --> 00:14:02,533
in the middle
380
00:14:02,666 --> 00:14:05,866
usually like a 127 on across RG and B
381
00:14:06,200 --> 00:14:07,266
you fill that
382
00:14:07,366 --> 00:14:09,166
so that's going to be your middle value
383
00:14:09,200 --> 00:14:10,800
and then you create white
384
00:14:10,900 --> 00:14:13,566
to rays and black values to lower
385
00:14:13,733 --> 00:14:16,933
now I already have a custom one created
386
00:14:16,933 --> 00:14:18,266
so here's what it looks like
387
00:14:18,333 --> 00:14:19,733
so you don't have to see me do this
388
00:14:19,733 --> 00:14:22,000
so I did exactly what I'm telling you
389
00:14:22,000 --> 00:14:24,166
I created a grayscale background
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00:14:24,266 --> 00:14:25,533
then I have a white
391
00:14:25,766 --> 00:14:28,566
square which will push and raise the geometry
392
00:14:28,566 --> 00:14:31,600
and I have a darker value closer to black which will
393
00:14:31,600 --> 00:14:33,533
push and lower the geometry
394
00:14:33,600 --> 00:14:35,466
so here's what this is going to look like
395
00:14:35,466 --> 00:14:38,766
so back in redshift or back in Maya with redshift
396
00:14:39,100 --> 00:14:40,900
let me go ahead and create a new plane
397
00:14:41,000 --> 00:14:43,700
so we can just have this right next to our plane
398
00:14:43,700 --> 00:14:45,066
and I'm going to go create
399
00:14:45,500 --> 00:14:46,600
a whole new plane
400
00:14:46,733 --> 00:14:48,700
and I'm just going to make it larger
401
00:14:49,266 --> 00:14:50,700
we're going to leave the subdivision width and
402
00:14:50,700 --> 00:14:52,166
high to the same values
403
00:14:52,600 --> 00:14:53,533
so let's do
404
00:14:53,600 --> 00:14:55,366
let's do a little smaller than the one that we had
405
00:14:55,366 --> 00:14:56,933
before 300 by 300
406
00:14:57,266 --> 00:14:58,566
let me go ahead and raise this up
407
00:14:58,666 --> 00:14:59,600
let's rotate it
408
00:14:59,700 --> 00:15:00,600
I'm going to hold J
409
00:15:00,800 --> 00:15:03,400
rotate snap and let's create a whole new material
410
00:15:03,400 --> 00:15:04,966
so that way you get to see it again
411
00:15:05,200 --> 00:15:06,266
a little bit quicker
412
00:15:06,266 --> 00:15:07,766
now let's go to Hypershade
413
00:15:08,266 --> 00:15:10,366
let's clear our graph
414
00:15:10,366 --> 00:15:12,200
let's create a new retrift material
415
00:15:15,566 --> 00:15:16,933
let's rename it Real Quick
416
00:15:16,966 --> 00:15:18,766
Redshift Displacement
417
00:15:19,066 --> 00:15:20,333
PS for Photoshop
418
00:15:20,533 --> 00:15:24,533
and let's hit tab and search for displacement
419
00:15:25,600 --> 00:15:27,133
and here's our retch of displacement
420
00:15:27,133 --> 00:15:30,666
insert that let's connect it to Displacement Shader
421
00:15:31,533 --> 00:15:33,533
select the RS Displacement node
422
00:15:33,966 --> 00:15:37,066
go into the property editor on the texture map
423
00:15:37,733 --> 00:15:40,500
going to hit the checkermark then assign a file
424
00:15:40,766 --> 00:15:42,766
image name folder icon
425
00:15:42,766 --> 00:15:43,566
and
426
00:15:43,566 --> 00:15:46,466
opens me up into source images folder of my project
427
00:15:46,466 --> 00:15:48,466
and I'm just going to assign that PNG
428
00:15:48,600 --> 00:15:49,866
texture that I saved
429
00:15:49,866 --> 00:15:53,300
so I saved my textures my height maps as a PNG file
430
00:15:53,500 --> 00:15:56,500
you can save it as a TIFF or you can save it as a PNG
431
00:15:56,666 --> 00:15:57,700
either one will work
432
00:15:57,866 --> 00:16:00,400
so in my case I have a PNG
433
00:16:01,066 --> 00:16:02,366
and that's the one I saved
434
00:16:02,366 --> 00:16:03,733
that I showed you in Photoshop
435
00:16:03,733 --> 00:16:06,000
so now I'm just going to go ahead and close this
436
00:16:06,333 --> 00:16:09,066
select my plane assign that material onto it
437
00:16:11,900 --> 00:16:12,733
nothing will happen
438
00:16:12,800 --> 00:16:14,733
so but I'll do a quick run right now
439
00:16:14,933 --> 00:16:17,166
because we do need to go into the attribute editor
440
00:16:17,400 --> 00:16:19,133
and turn on those properties
441
00:16:20,900 --> 00:16:22,200
when I enable IPR
442
00:16:23,133 --> 00:16:24,100
select my plane
443
00:16:24,100 --> 00:16:25,733
let's go to the attribute editor and
444
00:16:25,733 --> 00:16:27,000
enable those properties
445
00:16:27,300 --> 00:16:29,866
so again under our shape node
446
00:16:30,133 --> 00:16:31,600
open up redshift tab
447
00:16:33,700 --> 00:16:34,900
enable tessellation
448
00:16:35,400 --> 00:16:37,866
and enable displacement
449
00:16:38,333 --> 00:16:40,700
and it's already coming through but again very lightly
450
00:16:40,933 --> 00:16:43,933
not a strong because of our displacement
451
00:16:44,200 --> 00:16:47,166
scale and maximum scale values and because our
452
00:16:47,200 --> 00:16:49,466
size of this plane of this object is large
453
00:16:49,566 --> 00:16:51,000
so I'm going to go ahead and
454
00:16:51,166 --> 00:16:54,266
increase both of these to let's do 25
455
00:16:55,133 --> 00:16:56,200
for both
456
00:16:56,500 --> 00:16:59,133
and let's begin to this place a geometry based on
457
00:16:59,700 --> 00:17:02,700
a quick custom texture we created in Photoshop
458
00:17:02,866 --> 00:17:05,566
if I go even more to this place even further
459
00:17:06,500 --> 00:17:07,700
let's go even 40
460
00:17:08,900 --> 00:17:09,766
for both
461
00:17:10,500 --> 00:17:12,500
and I'm beginning to have a little bit of
462
00:17:12,966 --> 00:17:16,266
kind of a little of distortion going on here for
463
00:17:16,300 --> 00:17:17,800
as it begins to displace
464
00:17:17,900 --> 00:17:19,600
so for this particular value
465
00:17:19,866 --> 00:17:21,600
you can come into minimum edge length
466
00:17:21,600 --> 00:17:23,100
and you can adjust this value
467
00:17:23,100 --> 00:17:24,000
in order to
468
00:17:24,133 --> 00:17:27,766
kind of push or pull some of this back and kind of fix
469
00:17:27,800 --> 00:17:30,466
the amount of distillation that happens on the minimum
470
00:17:30,466 --> 00:17:31,066
edge length
471
00:17:31,066 --> 00:17:34,333
so this was a good candidate to possibly tweak
472
00:17:34,666 --> 00:17:36,133
the minimum edge length
473
00:17:36,366 --> 00:17:39,300
because the value of 4 kind of creates a bit of
474
00:17:39,366 --> 00:17:41,000
weird artifact and effect
475
00:17:41,266 --> 00:17:42,700
so by lowering this
476
00:17:42,800 --> 00:17:45,100
I can fix it and make it look better
477
00:17:45,333 --> 00:17:46,333
if I go higher
478
00:17:46,566 --> 00:17:48,366
it may actually break even further
479
00:17:48,400 --> 00:17:50,733
so the value of 4 this is what it gives us
480
00:17:50,800 --> 00:17:53,466
value of 2 looks better value of 1
481
00:17:54,333 --> 00:17:55,166
looks even better
482
00:17:55,266 --> 00:17:57,366
so you can have a lot of fun with displacements
483
00:17:57,366 --> 00:17:59,200
you can create quick environments
484
00:17:59,333 --> 00:18:00,533
quick scenes setup
485
00:18:00,600 --> 00:18:01,966
with either your own custom
486
00:18:01,966 --> 00:18:03,133
displacement textures
487
00:18:03,133 --> 00:18:04,333
or the ones you find online
488
00:18:04,333 --> 00:18:05,900
or the ones you author yourself
35661
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