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Detail at two scales

A material needs a primary form before it needs fine noise.

Live interpretation / interact with the viewDownload the 3D study ↗

The source idea

The material-detail lesson combines textures and chains bump contributions, keeping fine detail weaker than the main relief.

Our interpretation

Otherworld separates large terrain undulation from small faceted minerals. It gives us a geometric version of detail hierarchy: broad readable masses first, accents second, with rough ground against reflective metal.

Look closely

View the terrain at a distance and then orbit closer. Check which details still matter at each scale.

What this study demonstrates

The exported terrain uses geometry and simple PBR materials. The tutorial’s layered procedural bump shader is not baked into it.

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