Blender quick tutorial No. 9: How to create dynamic Mountains in Blender based on Modifiers

hi he is Chris with a new small tutorial
for blender today I show you how to create this dynamic mountains here you
can control the mountains you can rotate them you can move them around of course
you can scale them and if you want you can change the structure so let’s see
how this works okay so first we start with with a plane I add a mesh and use a
plane and this plane will be hotter huh our plane here for our small landscape
or mountains here it’s a great and then we need to we go into the edit mode and
subdivide this mesh I do it by using the right mouse button and succubi dimension
once we can do it sometimes so you can use a shift our key to make some more
subdivisions maybe one more okay so this is our plane and I give it a name so
this is our turn Ram great so the next what we do is we will add a modifier to
this Tara so i will use displacement modifier this modifier will displace our
plane to give it a structure to it a structure the structure will come from a
texture to to create a texture for the displacement modifier i make it a bit
white here so we can read it we click here on new or go here into the on this
icon then we switch to this texture tab and we can now create a new texture for
our displacement modifier so i call it mountains
okay our mountains are really flat so we have no structure here so we have a
black texture information so our mountains our displacement zero so what
we have to do is I will we need an image for example so we see our texture has
the type OS image by default or a movie and we will use not an image we will use
another or another different a different texture we will use a math texture and
let’s say we use the clouds here and now we see already the the displacement
modifier now displaces this plane our terror with this texture we can
manipulate the texture here in the clouds
Elementor we can give it more more brightness or we can make more contrast
and all the stuff okay we want to control we want control this texture to
do this we need a controller a second object so to do this I add another
object this time a small UV sphere I make it a bit smaller 0.2 meters here it
is this is our small controller sphere and here we see it I give this fear a
small name and say this is our Tehran controller okay so and every time when I
move this sphere our Tehran will move and will change dynamically to do this
our Tehran have to know about the controller so we go to the displacement
modifier and we say your texture coordinates are not controlled anymore
from this plane they are controlled by an object so now you see here is another
input field and this element here this display segment
needs an object for the control so I go here into this pulldown and we use our
terrain controller now the sphere is controlling our texture coordinate for
our plane already so when I move it you see our clouds our texture is moving
okay we see it better when I change the size of our image here of our textures
so we can see it a little bit better so for this I go to the mountains and
create and edit change here the size of our clouds I make them bigger so a bit
bigger like this for example then I make more def to milk make them more like
small mountains okay so now you see when I move it to the X direction the
mountains are moving okay the same is happening when I rotate then the
mountains are rotating so I’m controlling this by the sphere but we
don’t want to control the whole terror we want to control just an area where
the sphere is how to do this we must define the area that have to be changed
so to do this we need some vertices that are controlled by this fear so what we
do is we go now to the Teran we go to the vertex groups there are no vertex
groups here now I go to the edit mode and I select all vertices if not already
I press a and all are selected okay and now I create a new vertex group and this
is our mountain area for example and before we leave we assign the selected
vertices to this vertex group all Buddhist groups in blender are empty
when you if you or as soon as you create them so I will assign now by clicking
here this vertices to this mountain air let’s it okay but this is not all we
have to tell our displacement to use our vertices we can use it by the vertex
group here and we say this vertex area have to be used by our Turan controller
and have to be displaced so it’s a moment not much happened because we
selected all vertices I will show it to you when we go into the edit mode and
let’s say we select just those and we set the weight of the here of this
vertices to zero and say assign then we see just a part of our of our plane of
our turnaround will be changed so this is how this works before I use or I will
be before we go further to the next step I will add the weight of one again sign
it so every vertex have the weight of one okay so let’s go again to the move
modifiers so what I want to do now is I want to overwrite this vertices by our
control object I want to use this object to paint or to control these vertices to
do this we click on the plane again on our Terron and we add another modifier
this time we add a modify modifier a modifier that modifies our mesh and this
time we use the vertex weight proximity modifier you see it’s red because there
is no vertex group controlled and there is no target object that have to be
useful as control but but before we use this new modifier we have to change the
order so we move it up because this modifier have to change the vertices
first and then the displacement will use the
new control or new changed vertices and react okay
and act great so first we say which vertex group have to be controlled by
our vertex weight proximity it’s the mountain area vertices because we want
to control them the next is which target object have T control this vertices
it’s our terrain controller it’s here this sphere okay so it’s as you can see
not much happens because the sphere is very near or exactly at the same
position where is where our our plane is where our Tyrannis so what does it mean
at the moment we control the distance from an object to our Tehran and this
object is the terrain controller so when I move this here then you see the
mountains getting bigger and they move because we control the coordinates so I
show it to you again I move it to the z-axis and the far our sphere is go from
the mountains or from our plane the more we see them okay but what we want to do
is we want the opposite so the more theories or the closer the sphere to the
plane the more mountains we want to see – this is weak – to do this we go to
this plane and we change the lowest and the highest distance values here so what
we want is it’s the lowest so as er the closest parts have to be one meter and
the the highest or the far away parties have to be 0 so we invert it so when I
move this up it became smaller the mountains are getting slower or smaller
so what now the next part is we are still not controlling an area
we are still controlling the whole object to this as we go again to this
modifier and say we don’t want to control the distance of an object we
want to control the distance of on geometry of this object so what we do
now is we click on geometry and now you see I have an area that is controlled by
the distance of the geometry of the sphere so the geometry of the sphere
there are the vertices that are used for the distance information so the closer
the vertices to our sphere vertices the more information is displaced okay so I
can use for this vertices edges faces and so on so what we now can do is we
can move for example a sphere and the sphere is controlling our position and
as soon as I am rotated you see it’s rotating the rotating and as soon as I
move it away the mountains are smaller or bigger okay so now we want to control
the resolution to see more of our structure to do this I go and add
another modifier it’s the subdivision surface modifier and as you can see
already it’s a much finer but the problem is it’s subdivides
the whole object when all is done when all information of the displacement is
done to the lower to the low poly object so what we have to do is we have to
subdivide before all this other modifiers so I go up for the subdivision
and up again and now you see we could do it here after the vertex weight modifier
– but I want to do it here so okay here so now we have it and you see the
subdivision as a default Cadillac version so you have this round corners
we don’t want to have this around corners we just want to subdivide pure
subdivision so I click on simple and two corners
again now okay okay I can now subdivide my mesh and now we see a very nice a
very nice subdivision and it works very clean and as soon as ice scale our
sphere so we can see the influence scale it’s two and we see another interesting
thing we have very clean yeah here’s a clean area we can control this influence
too so we go to this modifier we go now to the vertex weight modifier and we say
we don’t want to use it linear a linear curve we want to make it
for example sharp as soon as I move it up so you can see it’s now much better
than before I switch back to the linear this is
linear us okay you see a very hard a hard border here and when we use a sharp
or smooth then it’s very smooth and we can move it around or down and so on the
interesting thing is this vertex weight proximity works not only with this
complete fear it’s working with one thing of vertex 2 so I show it to you I
go into the sphere select all vertices and then I merge them to the center so
we have only one vertex here and I set the position down so here we have this
vertex you can see it here this is a vertex at just one vertex and you can
control it by one vertex and you can scale the vertex and you can rotate the
area if you want if it wants to increase the height
you go to the displacement modifier and can increase the height for example okay
this is very nice interesting and if you want to change the middle level so our
area have to grow so we can put it to zero and I pull it here just one and we
have a regular amount so as soon as I’d go down or up yeah here it is
the current controller sorry down so it can grow and so on very nice and I go to
the texture and change the size for example a bit bigger or smaller whatever
you want and it works to see our small another maybe another example here with
our vertex let’s see let’s say we go into the vertex so it’s a moment the
vertex is just one wait I will change the view here to 0.1 okay so the vertex
is just one vertex here one wait I go to the vertex mode waits appears edit mode
here just one vertex we have selected it so I can move it I have one vertex so
what I will do now is I would create a small curve so we have some vertices and
I go now back and now you will see I hope so actually it should I know it’s small
here it is so you will see the vertices are
influenced here and wait I will go to the visibility and show it in front so
we can see it here it is yeah it’s a bit a bit small I make it bigger
wait I make it bigger the influence will be changed wait wait wait wait wait
this placement no I will take this here and I say the lowest is here and we got
this controller and with K say control here wait I will do it you buy the
cursor ok and you can see the shape of our controller here that this controller
was first filled our shape can be changed and so in this way we can change
the mountains to change this influence you go just here to this to this
elements and you can change them bit the more vertices you have the better it is
and go to the loop tools and say relax now it’s all clean and now we see we can
change or create some interesting shapes I go now to this placement and go a bit
down here scale up or down and move it around and so on very interesting what
you can do ok to create and just change the subdivision we can go up and we have
a very nice subdivision and make the shading smooth and if you want change
the texture you can go and use Voronoi for example and with the contrast the
brightness you can change it too if you want contrast
all the things you can do here so the size can be changed here like this the
intensity and so on the same here for for an image or a movie I can use an
image though I open one go to my assets and my textures I have some algorithmic
information here height and let’s say we take this one here open and as you can
see it’s working with the texture too so I can move it and I can scale it and so
on yes okay this is how this works here and if you want you can change it again
and let’s say we I don’t know we take no we take this one and we have
a very nice object so as soon as you delete the vertices for example so in
this way and now we can wait here it’s a controller sorry I try to scale it here now okay so
now we can move it around and so on we can rotate it that’s very nice all
possibilities are now possible one two let’s set two and say a bit down like
this and we have interesting interesting mountains okay so I hope you liked my
small tutorial here and if you like if you want I can explain you how to create
a nice texture that is dynamic that means at the water level you have water
and here at this level you have green parts and here at where the mountain as
you have snow if you want to learn how this works just drop me a line or drop
me a command a command and note and we can yeah and I show it to you okay thank
you very much and have a nice have a nice day bye bye

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