Best Way to Make Grass Terrain Without Tile Effect Blender Terrain Download

Introduction [edit | edit source]

I worked with a grouping to make a small animation for grade and I was responsible for the environment modeling. I really liked the results of the process I used, and so I decided to share it with others. By the end of this tutorial you'll have the know-how to create your own flexible, realistic terrain utilizing multiple textures for unlike ground types. This tutorial assumes that you have the very basic understanding of using Blender (how to add/remove a mesh, how to alter views, etc...) I use the following textures in this demo. Feel free to employ them if you lot don't take something on hand to utilize.

Blender3DNoobToPro-Grass.jpg

NOTE: This page uses a different grass texture for licensing reasons (sorry).

Creating the Sail [edit | edit source]

The grid that will be used to build our landscape.

The "sail" that nosotros'll use for our terrain is an evenly spaced grid of vertices. Open a new project, delete the default cube, and add together a grid mesh. Apply whatever size you want. The more than vertices you accept, the more detailed and realistic your mural will appear, but don't go crazy with it since we'll apply subsurfacing at the finish to smooth it out. At the same time, you practise want plenty vertices to prevent precipitous edges, and we'll need them in the 2d tutorial when we cover texture stenciling. So consider how big y'all want your mural and try to notice a reasonable residue. I like to get-go with 100x100. The grid will be pretty small, so calibration the entire thing up, permit'southward say by a factor of 20. This grid will be used to build our landscape by pulling hills and mountains out of it.

Noob Notation: If you don't want to have to delete the default cube every fourth dimension y'all open a new file, just delete the cube in one case and then you take the bare window (just lamp and photographic camera left) . Then select File - Save default settings or striking Ctrl+U. From at present on, each new project you lot create volition first off without the cube.

Molding the Mountains [edit | edit source]

The key to making good mountains is using the proportional edit manner (OKEY) and constantly adjusting the radius of influence. If you've already gone through the Mountains Out Of Molehills tutorial so this department will be familiar. 1 major difference is that in this tutorial I recommend rotating the 3D view around so you have a good view of all three axes instead of working in the front or sides view. Using the proportional editing tool affects multiple vertices, and it helps to run into what result your changes are having as you lot make them.

  • Go alee and turn on proportional editing, either by pressing OKEY or clicking on the greyness ring on the 3D View header. Y'all have to be in Edit Style to select this choice. Once proportional editing is enabled, the ring will announced orange and a new drop-down bill of fare volition appear next to it with different falloff styles. Select Smooth if information technology is not already selected.

Blender3DNoobToPro-Molding the Mountains 01.jpg

  • Select any random vertex and grab it (GKEY). You lot will see a ring effectually the vertex you are grabbing. This is the radius of influence, and only vertices inside this ring are affected past the transformation. If you are doing this in the orthographic view from the front, side, or top, so this volition be obvious. Just if yous're at a view where you can run into all iii axes, and then it may be less obvious.

The first mountain created using proportional editing.

  • Restrict movement to the z-centrality (ZKEY) and translate the vertex upwardly. Throughout this entire process you lot ONLY desire to translate along the z-centrality. If you kickoff moving vertices in the x or y directions, things go distorted and you get some nasty creases. Play effectually with adjusting the size of the radius of influence (Mouse Wheel) to get steeper or flatter hills.

A nice group of hills

  • Proceed repeating this process with different size radii and different heights until you accept a decent mountain range, but leave an expanse flat. We'll be using that spot later in the second tutorial. Don't exist agape to occasionally translate some vertices down instead of upwardly to create depressions in the hills. Remember, variety is the spice of life. Very few things in nature are naturally geometric, so mix up your hills and especially brand sure they overlap. How oft do yous see a nice, smooth hill all by itself in nature?

Note: You'll detect in my screenshot that I have reduced the size of my grid. For simplicity's sake, I didn't feel like filling an entire 100x100 grid with mountains since this can take some fourth dimension.

  • Well now, that'southward looking pretty good! Now, there'due south one problem with our hills then far. They're too smooth! Allow's bumpify them a little. Alter the falloff type from Shine to Random.

Blender3DNoobToPro-Molding the Mountains 04.jpg

Rougher hills look more realistic

  • Select a unmarried vertex and grab it (GKEY). We're still working on the z-axis only, to restrict your movement with the ZKEY. Now when you move the vertex up and down, all vertices in the radius of influence will also move but with a random falloff instead of smoothly. It only takes a little movement to get the result we want, so something around 0.v-one.0 is enough. Mix up moving upwardly and down with different vertices, over again to add variety to the scene.
  • Once you have your landscape the way yous like information technology, add a subsurf modifier nether the Editing tab (F9) and select Catmull-Clark. This will shine out your terrain a niggling so that it'due south not as well rough. Given the number of vertices you already accept, information technology's not necessary to have a higher render value than i unless you simply REALLY desire it to be shine, just I don't recommend information technology. Land is supposed to be bumpy and rocky, we merely don't want sharp edges.

Noob note: If you lot're making mountains using Random Falloff and the peaks stick upwardly likewise much: in Edit mode, select the points in the area around the tiptop using circle select, then printing WKEY and click 'Smooth' until yous're satisfied (or, in the Editing tab (F9), click the 'Smooth' button).

Useful Tip Proportional editing can be used on multiple vertices simultaneously. This is especially useful if you're trying to create a cliff face up or a river bed. Use the box tool (BKEY) to select a group of vertices and and then translate them. Keep in mind that the size of the radius of influence determines how many vertices around EACH VERTEX volition be influenced. So suppose you take a 5 vertex radius, that means that v vertices all the way around your selected region will exist influenced.

Texturing the Terrain [edit | edit source]

Alright! Nosotros've got some pretty nice hills now! But in that location'southward still a few issues. Hills shouldn't be white, and hills shouldn't be SHINY! Let's dress them upwards a little, shall we?

  • With your landscape selected, become to the Shading Panel (F5) and add a new material.
  • Nether the Shaders tab, drop the Specular value to 0.
  • Go to the Texture tab (F6) and add a new texture.
  • In the Texture Type drop downwardly menu, select Image.
  • Two new tabs will appear. In the Epitome tab, click Load and load a texture from file.
  • In the Map Image tab, increase the Xrepeat and Yrepeat. Depending on the size of your terrain and the image that yous use (please apply something that tiles!), these values will vary. I've used x for each in this tutorial.

Blender3DNoobToPro-Texturing the Terrain 02.jpg

(Noob note: Render the scene (F12) to see the applied texture) (Noob annotation: A quicker way to do this is by using the render preview tool, 3d view window - render preview, View--> Render Preview or press SHIFT--> PKEY) (Noob note: you may also select shaded in the Viewport Shading card adjacent to where yous select object mode or edit mode to see your texture on your mountains without rendering, nevertheless it does slow your computer down some which could make editing frustrating. So but do this if you desire to see what your textures look like, then switch back to solid for more editing.)

  • Finally, let'south practice something near the lighting. Get to Object Mode (TAB) if you're non already there and select the lamp. Cull the Shading Panel (F5) and so click the icon that looks similar a low-cal bulb to display the Lamp buttons. Alter the lamp to a sun and upwards the energy to one.5. Yous may also need to increase the distance if your terrain is large, or rotate it around if you don't similar where it's pointing. The dashed line coming out of the light is the direction. Play around with dissimilar angles and energy values for the lord's day to get dissimilar times of day in your scene.

And there you take it! Your mural is at present textured with some squeamish grass to make information technology look a little more realistic. Play effectually with hill sizes and roughness if you're not satisfied with your landscape, only try not to be too picky. Nature shouldn't look too sculpted. Remember, y'all won't notice a change in texture unless you render your image.

Note If y'all went with the suggested 100x100 grid, the rendering procedure could definitely accept some time depending on your system, especially if you have ray tracing and shadows enabled. To boost the rendering speed, go to the Scene panel (F10) and nether Rendering, disable the buttons that say Shadow and Ray. Also note that because we've created some hills, your camera may now be nether the terrain. Switch to the camera view (NUM0) to meet what your photographic camera sees and motion it if you need to.

Blender3DNoobToPro-Texturing the Terrain 03.jpg

Join us adjacent time equally nosotros explore how to make the landscape expect even improve using texture stenciling!

Reader Contributions [edit | edit source]

I'm mainly doing this so the hills expect ameliorate and more realistic. Reading this will consume more time than doing it. I'grand making everything clear for beginners. It will just take about 8 minutes more for your hills to end upwards like this:

Blender hills.jpg

  1. First footstep to achieve it is to switch from the default lamp to Sun.
    1. You exercise this by clicking on the default and go to the shading tab (F5)
    2. Click on Lord's day.
    3. Go to rotate manipulator mode with Ctrl Alt R.
    4. Rotate the sun until the dotted line is in your desired position. That is where the main energy will go. Information technology will differ if you want to achieve the different time of day. You can make the distance greater or less with dist.. I kept mine at default 30.
  2. At present allow's make more than realistic, paler sunlight.
    1. In the RGB slider, set R for 1, G for 1, and B for .848.
    2. Set energy for 1.63. This will all differ for different times of twenty-four hours, then set your east and west in your head, and the later into the day, the further the sun to the w and the more orangish. For midday, keep the energy on 1.63 and put the sun correct above your hills. I set mine for before in the morning.
  3. At present click on the motion-picture show of a earth to alter the background.
  4. Click on the blend button for a more than realistic looking sky. On the left of the Earth toolbar, that will exist the color of lower down in the sky and the right sliders volition be the color of the acme of the sky. Naturally, the elevation should exist darker bluish than the bottom.
    1. Information technology will differ for different times of the day. Then y'all might want something dissimilar from this. But I gear up up mine for the morning using the settings below:
      • The left HoRGB sliders to 0.50, 0.68, and 1.
      • The right ZeRGB sliders to 0.xi, 0.25, and 0.66.
  5. Now for the texture. This won't differ for the times of day, only it will differ for what type of landscape yous want.
  6. Download a nice texture from google or an artists website.
    1. Go back to Blender, go to Texture buttons (F6)
    2. Click add new
    3. Select image for the texture type
    4. Become to the paradigm toolbar, and upload the texture. Blender volition only permit you to upload from the Blender documents, unless if you click on the up and downwardly arrows on the peak left of the screen and choose the place where you saved the texture (or picture).
    5. After uploading, the X and Y repeats should exist smallish, like 6x6, so the changes aren't noticeable. It will look ugly in the preview, but it will look nice after its wrapped.
  7. Return, and one minute later, voila! Those are dainty looking hills!
  8. Now avowal in front of your friends!

Noob Note: Yous demand to accept your mural selected if you lot are in object manner to change the texture, otherwise information technology will alter the texture of the earth.

Reader Contributions 2 [edit | edit source]

You tin accept an even better result if you use the texture to "bumpmap" the mountains.

  1. Press F5 until you are into Material Buttons
  2. Select the Map to tab
  3. Click on Nor once (the Col choice must stay selected as well)
  4. Slide the Nor slider to 5 or more than (might differ depending on texture size and echo options)
  5. Render with F12

Reader Contributions 3 [edit | edit source]

Alternately from making the hill model manually, you tin employ a program like L3DT. It uses various algorithms to generate very detailed and realistic terrain heightmaps. It also lets you edit them in a more than intuitive way than Blender does. Subsequently you have L3DT brand your top map, you lot can consign information technology as a .x file, which yous can import into Blender. Noob Note: That can exist done by going into File->Import->DirectX(.10). And there you take a very realistic landscape mesh with a lot less work. (Noob Question: I want to use Unity3d game engine to create a game, merely i want to use blender to create landscapes. To create massive world landscapes, does everyone have whatever tips? as Unity limits any mesh to 65000 vertices, which i've already passed with my method without doing half the map.)

-If you are using unity 3d just use information technology for the terrain. Download the terrain toolbox and merely use .raw images. Or simply generate from there and salvage. 65,000 verts is plenty btw. If you insist on using blender for the terrain then model a loftier poly terrain fist consisting of around ane mil+ verts. broil the normal map and ambient occlusion decimate your terrain to around 10k or westward/e looks good for the game. So bam you got 10k terrain that looks like 1mil. Simply to be honest blender terrain texturing is a hurting compared to unity. Anyway hope that helps.

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