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22nd July 2020
info License: CC-BYPublished by
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
2 Comments
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Kyle Olson
26th December 2020 - 23:32
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.
Simon Thommes
4th January 2021 - 11:44
@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.