# Blender 3D: Noob to Pro/Mountains Out Of Molehills 2

|previous=Creating Basic Seawater
}}
```

This tutorial shows you how to use displacement mapping to make a simple
environment.

1.  Make a grid. (Add/Mesh/Grid) 32x32 will do just fine. Be sure to
    create a Grid instead of a Plane, or you\'ll end up with just a flat
    plane! This is because a Plane only has four vertices to
    manipulate - one for each corner - while a Grid has many, many more.
    A 32x32 Grid, for example, would have over 1000 vertices. The more
    vertices there are to manipulate, the more effect displacement
    mapping will have on the finished product.
2.  Set it smooth. (Editing/Link and Materials/Set Smooth)
3.  Make a new material for it. (Shading/Material/Add New)
4.  Make a new texture for the material. (Shading/Texture/Add New)
5.  Go to Shading/Texture Buttons. You can see your newly created
    texture there now.
6.  Change Texture Type to Clouds.
7.  Change the name of the texture to be more descriptive. For example
    GroundDisp or something similar.
8.  Go back to Shading/Material buttons. You can see our cloud texture
    applied now, but it\'s not applied correctly yet. Let\'s fix this
    next.
9.  Go to Shading/Map To. This defines how the selected texture is
    mapped on our material. Uncheck Col, check Disp on, and set the Disp
    slider to a value like 0.200
10. Set camera and a few lights to the scene. (This is already done as
    part of the default scene in recent versions of Blender, such as
    2.49)
11. Render.

**Noob Note** It looks like from version 2.70 there is no shading as a
main tool but rather as a subtool for Material, so in version 2.70 to
get the effect described in here you have to check third checkbox in
Texture\>Influence\>Geometry and adjust the slider

:   

    :   Several individuals, when working through this tutorial, had
        trouble getting anything more than a flat plane. A few solutions
        were proposed (most are still visible on the Talk page), and
        while each worked in its own way, the vast majority of the time
        the problem stemmed from creating a Plane instead of a Grid.
        With version 2.79, it was necessary to change Texture \| Mapping
        \| Coordinat in the Properties window to Generated, Object, or
        Global rather than the default \"UV\" to get anything but a
        plane. Be sure to follow each step very carefully to ensure you
        don\'t miss anything or do a step incorrectly.

![](Ground1.jpg "Ground1.jpg")

You can tweak the environment easily by changing Nor value in the
Shading/Map To. This defines how strongly the displacement texture
affects the material.

You could also add subsurfing to the ground area to get smoother
results. Also feel free to tweak the texture and try out different
alternatives.

Once your mountain looks good, try adding some Mist.

1.  Select the \"Mist\" button on the \"Mist/Stars/Physics\" Tab among
    the World buttons
2.  Add a Cloud Texture to the World and make it blend from white to
    gray

The end result is something like this:

![](Blender_Hill.jpg "Blender_Hill.jpg") 
