Hello everyone,
I’m starting my first proyect without a tuto vid but i found myself with a little problem. I want to place a brick wall with the camera at 45° of the same. At this view we can see that the wall is flat, plane. Is there a way to bring the usual irregularity of the bricks to “life”?
Yes. Make a greyscale version of the image first, and then use that as a displacement map. It helps if you subdivide the plane a couple of times before you apply the Subdivision Surface and Displacement modifiers.
While it’s possible to do it in Blender, it’s best to do it in an external software such as Photoshop or Gimp. Assuming you have the former, open the image, go to Image>Adjustments>Black & White. Then adjust the levels in the image by going to Image>Adjustments>Levels. Here you can make the edges between the bricks more prominent simply by adjusting the handles. Lastly apply a slight blur to the image, Filter>Blur>Gaussian Blur, apply a value of ‘1’ or so.
In Blender I’m assuming you’ve already UV-mapped, added a material and textured your plane. Add a second texture slot to your material and load the greyscale image. At the bottom of the texture menu, make sure that no channels are activated (i.e. Color, Intensity, Normal etc.). With the plane selected, go to Edit Mode and subdivide your plane 4-5 times. Head back into Object Mode, go to the modifier menu and add a Subdiv and Displacement modifier (in that order). With both added, set the Render value in the first modifier to ‘4’ or ‘5’. For the second modifier you need to load the texture slot containing the greyscale, set Texture Coordinates to UV, and finally lower the Strength value to ‘0.1’ or perhaps even lower.
The method above will give you real displacement. The other method - Normal and Bump mapping - Ricky mentioned is sort of a “fake” displacement, but which can be just as effective if used correctly. Normal mapping is very useful for small displacements where one would otherwise require a very hi-poly mesh. In this case I would actually use both methods. Displacement map for the bricks and Normal map for the finer details.