How to use the displacement modifier in blender
Many users will encounter difficulties in using displacement modifiers when dealing with 3D modeling. In order to solve this problem, PHP editor Yuzai will introduce you in detail how to use the displacement modifier in Blender. In the following content, you'll learn the basics of the Displacement modifier, how to operate it, and how to solve common problems. By reading this article, you will master the ability to use the Displacement modifier to increase the detail and realism of your models.
I made a simple picture with three lines of black, white and gray.
Create a sphere in blender.
Switch to the [UV Editing] window and select your own picture [motest] as the texture.
Enter [Edit Mode], select the sphere and then [U] select [Cylindrical Projection]. On the left is the expanded UV grid.
Return to the default window and create materials and textures for the sphere.
Select your [motest] picture in [Image] of [Texture], and select UV as the expansion method.
Switch to [Texture] display, the normal map is already on the sphere.
Select [Modifier] and add the [Replacement] modifier.
In the [Texture] of the modifier, select the texture we created [motest], the direction [Normal]--[UV], and the effect is like this, which is not what we want. .
You can adjust [Strength/Strength] to [0.1], which is much better, but it is too rough.
Add [Subdivision Modifier] or other methods to subdivide the sphere, and then the effect will be much better. The black, white and gray effects of replacement can be observed, black is basically invalid, and white The most prominent, followed by gray.
Finally, if you want to get this model, don’t forget to [Apply] the displacement modifier.
After getting this model, you can delete the texture map and replace it with any map you need.
The above is the detailed content of How to use the displacement modifier in blender. For more information, please follow other related articles on the PHP Chinese website!

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