Blender Tutorial: Micropolygon Displacement Basics Part 2/2

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Continue learning the Micropolygon Displacement in Blender with the part 2/2 (of the free update to Space VFX video course).

Watch part 1/2:

Create stunning landscapes, planets, sci-fi patterns, asteroids and much more!

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What’s in this Space VFX update 1.1?

1.5 hours of bonus video tutorials:

Micropolygon Displacement Basics Part 1
Micropolygon Displacement Basics Part 2
Exoplanet: Zoom to the Surface

Update teaser:

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About Space VFX video course:

Creating a 3D universe is hard… no longer! After watching this 16+ hours video course you’ll be ready to create any space object in Blender. Quasars, gas giants, planets, black holes, asteroids and more.
Aidy Burrows and Gleb Alexandrov, two Blender geeks joined forces to create this cosmic tutorial series.

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Video Info: 16+ hours, 1920 x 1080 (download+streaming), MP4 format
26 Space VFX Tutorials
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Skill Level: Beginner-Intermediate
Bonuses: Project Files and Extra Assets


Gleb Alexandrov says:

Crew, release the THUMBS UP kraken!!!

Film Effects says:

please bro reply me, i am really trying to learn hard

Film Effects says:

bro please help us its not working after adding the subsurface modifier, please,,,,,.

Film Effects says:

its not working for me, i did exactly what you did
please help me

Sanjay Rao says:

Wonderful Video, thank you so much man.. I have one problem, when i add the Math node and set it to Multiply and give the strength to 50 the height of the displacement is not at all rising. Can any body help me on this pls :(. I am using Blender 2.79

Daniel Grove Photo says:

What am I missing? The displacement isn't actually popping out in to the 3rd dimension? It just looks like a normal simualted bump map with no real Z displacement happening. I have experimental on and Adaptive checked on the subsurface modifier. Someone said something about turning displacement to "true" but can't find that option.

im a tree says:

I have one question :does blender 2.8 have the experimental mode or is it the default for 2.8?

Aegon Targaryen says:

Anyone care to help a small problem? Using Blender 2.79b here. My displacement in previous versions used to come out quite brilliantly. Now they look less than decent. Doing mostly greeble tech panel type of work. Lots of stretching in my displacement. Any ideas as to why? Made 8k images in adobe illustrator exporting open exr via After Effects.

Claudio Briones says:

Multiple 'eyegasms'.
Thanks Gleb, your tutorials are in a whole different league.

Алексей says:

Не могу понять. Все делаю, как на видео. Не получается сделать объем у плоскости как 6.35 минуте.

jo gogo says:

ok cool Gleb, but where to get those moon textures for displacement?

why not says:

Hi, and thanks for this great tutorial :]
I did follow your steps but surprisingly I don't get that huge displacement like in 07:06 when I increase the displacement.

Mendeleev says:

а так можно было????

Mrdineshkani says:

6:30 I don't see it

Peter Megele says:

Thanks Gleb, u inspired me for this video

eurasianbot says:

smiley face

Dampfnase says:

object looks way too mushy, and has black lines

Art Maknev says:

very cool, thanks for sharing!

Fynää Kurvinen says:

when im trying to follow the active quads, it says: "no active face is not selected" what should I do?

Keiko FX Designs says:

This tutorial is great! I really like your style a really good motivator!

Romick Vieira says:

Do games use this?? I think this should be very demanding (=not). I just wish you could keep the geometry that the normal map faked, like, subdivide the mesh and apply the fake rendered geometry to the mesh. Actually, in zbrush that can be done!! they create custom brushes from a texture and then apply it to the mesh, and it actually becomes part of the geometry, and not just a trick, they use it many times to put sci-fi elements in hard surface models.

Romick Vieira says:

I dont get this. I thought you were just gonna generate some Normal maps and use it to fake detail. But, somehow, this "trick" makes the geometry modify acording to the texture?? Never heard of this. I guess its just easier to use this instead of modeling everything, but its weird that you have to render it to see it, in object mode you cant see it, so its a rendering trick?? I just saw some other dude doing this and i thought the geometry would modify itself acording to the texture, like, that you could keep the geometry like that, but i guess that would be too good, or maybe exists, i dont know.

Stock Footage says:

Why is your displacement so detailed. Mine looks like a bad distorted low poly mesh. What's the trick tell me

Gaetan Osman says:

I lost it at 15:13 LMFAO! thanks GLEB! not only are the tutorials super informative, you've made them very entertaining! props!

Fox Leon says:

One question . HOW did you even guess about that?? You're the best men.

Charly Chive says:

50 shades of Gleb

Tyler Mustard says:

you can also press alt+R to reset the camera's rotation 😉

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