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Example of a realistic rock shader with displacement used in chapter 3.
Keep in mind that the displacement of this shader uses an incredibly high polygon count that might surpass the limitations of you machine. You can simply turn down the level of subdivision in the modifier settings.
Disclaimer: For the world shader this scene uses the sky texture that is new in Blender 2.90 builder.blender.org
Hi Simon, I'm wondering why you labeled the group "Remove Seams" when it appears to be mixing distorted object coordinates and distorted groove positions to mask the height map.
@Kyle Olson The second of the noise textures has some hard edged seams along the groves (better visible if you look at its coordinates). There I am mixing it with another noise texture to hide those seams.
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