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Course

Procedural Shading: Fundamentals and Beyond

insert_drive_file Course Overview
Introduction keyboard_arrow_down
  1. 01

    Intro 0-0: Introduction

    lock_open
  2. 02

    Intro 0-1: Definition

  3. 03

    Intro 0-2: Content Overview

  4. 04

    Intro 0-3: The Shader Editor

1: Fundamentals keyboard_arrow_down
  1. 01

    Chapter 1-1: Colors, Values & Vectors

  2. 02

    Chapter 1-2: Vectors and Pixels

  3. 03

    Chapter 1-3: Coordinate Types

  4. 04

    Chapter 1-4: Value Control

2: Procedural Textures keyboard_arrow_down
  1. 01

    Chapter 2-1: Noise Textures

  2. 02

    Chapter 2-2: Shape Control

  3. 03

    Chapter 2-3: Repetition

  4. 04

    Chapter 2-4: Texture Composition

  5. 05

    Chapter 2-5: Space Manipulation

3: Shading Principles keyboard_arrow_down
  1. 01

    Chapter 3-1: PBR

  2. 02

    Chapter 3-2: Generating PBR Maps

  3. 03

    Chapter 3-3: Geometric Dependency - Context Sensitivity

4: Shader Composition keyboard_arrow_down
  1. 01

    Chapter 4-1: Blending & Masking

  2. 02

    Chapter 4-2: Randomization

  3. 03

    Chapter 4-3: Semi-Procedural Workflow

  4. 04

    Chapter 4-4: Volumetric Shaders

5: Modular Setup keyboard_arrow_down
  1. 01

    Chapter 5-1: Parametrization

  2. 02

    Chapter 5-2: Nodegroups

6: Automation keyboard_arrow_down
  1. 01

    Chapter 6-1: Drivers

  2. 02

    Chapter 6-2: Animation

Workflow Examples keyboard_arrow_down
  1. 01

    Example 1: Walls (Chapter 2+)

  2. 02

    Example 2: Wood (Chapter 3+)

  3. 03

    Example 3: Dynamic Walls (Chapter 4+)

  4. 04

    Example 4: Wooden Boards (Chapter 5+)

  5. 05

    Example 5: Fire (Chapter 6+)

  6. 06

    Example 6: Rainy Window (Chapter 6+)

Files & Tools keyboard_arrow_down
  1. insert_drive_file

    Example Scene

  2. insert_drive_file

    Example Scene - Simplified

    lock_open
  3. insert_drive_file

    Visualization (Chapter 1-4): Value Graph

  4. insert_drive_file

    Visualization (Chapter 2-5): Space Origami

  5. insert_drive_file

    Example Shader (Chapter 3-1): Rock

  6. insert_drive_file

    Example Shader (Chapter 4-1): Dilapidated Cube Scene

  7. insert_drive_file

    Example Shader (Chapter 4-3): Image Texture De-Tiling

  8. insert_drive_file

    Example Shader (Chapter 4-3): Semi-Procedural Fishbones Boards

  9. insert_drive_file

    Example Shader (Chapter 4-4): Procedural Volumetric Clouds

Course

Procedural Shading: Fundamentals and Beyond

insert_drive_file Course Overview
Introduction keyboard_arrow_down
  1. 01

    Intro 0-0: Introduction

    lock_open
  2. 02

    Intro 0-1: Definition

  3. 03

    Intro 0-2: Content Overview

  4. 04

    Intro 0-3: The Shader Editor

1: Fundamentals keyboard_arrow_down
  1. 01

    Chapter 1-1: Colors, Values & Vectors

  2. 02

    Chapter 1-2: Vectors and Pixels

  3. 03

    Chapter 1-3: Coordinate Types

  4. 04

    Chapter 1-4: Value Control

2: Procedural Textures keyboard_arrow_down
  1. 01

    Chapter 2-1: Noise Textures

  2. 02

    Chapter 2-2: Shape Control

  3. 03

    Chapter 2-3: Repetition

  4. 04

    Chapter 2-4: Texture Composition

  5. 05

    Chapter 2-5: Space Manipulation

3: Shading Principles keyboard_arrow_down
  1. 01

    Chapter 3-1: PBR

  2. 02

    Chapter 3-2: Generating PBR Maps

  3. 03

    Chapter 3-3: Geometric Dependency - Context Sensitivity

4: Shader Composition keyboard_arrow_down
  1. 01

    Chapter 4-1: Blending & Masking

  2. 02

    Chapter 4-2: Randomization

  3. 03

    Chapter 4-3: Semi-Procedural Workflow

  4. 04

    Chapter 4-4: Volumetric Shaders

5: Modular Setup keyboard_arrow_down
  1. 01

    Chapter 5-1: Parametrization

  2. 02

    Chapter 5-2: Nodegroups

6: Automation keyboard_arrow_down
  1. 01

    Chapter 6-1: Drivers

  2. 02

    Chapter 6-2: Animation

Workflow Examples keyboard_arrow_down
  1. 01

    Example 1: Walls (Chapter 2+)

  2. 02

    Example 2: Wood (Chapter 3+)

  3. 03

    Example 3: Dynamic Walls (Chapter 4+)

  4. 04

    Example 4: Wooden Boards (Chapter 5+)

  5. 05

    Example 5: Fire (Chapter 6+)

  6. 06

    Example 6: Rainy Window (Chapter 6+)

Files & Tools keyboard_arrow_down
  1. insert_drive_file

    Example Scene

  2. insert_drive_file

    Example Scene - Simplified

    lock_open
  3. insert_drive_file

    Visualization (Chapter 1-4): Value Graph

  4. insert_drive_file

    Visualization (Chapter 2-5): Space Origami

  5. insert_drive_file

    Example Shader (Chapter 3-1): Rock

  6. insert_drive_file

    Example Shader (Chapter 4-1): Dilapidated Cube Scene

  7. insert_drive_file

    Example Shader (Chapter 4-3): Image Texture De-Tiling

  8. insert_drive_file

    Example Shader (Chapter 4-3): Semi-Procedural Fishbones Boards

  9. insert_drive_file

    Example Shader (Chapter 4-4): Procedural Volumetric Clouds

Example Scene - Simplified

Files & Tools

Example Scene - Simplified

9th July 2020

info License: CC-BY

lock_open Free

Download (6.3 MB)
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Author

Simon Thommes

Simplified version of the example scene, optimized to run on NVIDIA GeForce GTX 580 (2010) and higher

6 Comments

Join to comment publicly.

Aron

25th November 2020 - 18:00

I've being try all materials in this scene, fortunately your course is very helpful. mostly i can understand other material but i have something question.                                                                                                                                                                              1. what  vector math  normalize do?  if you don't mind  i wonder purpose of normalize in your cute blink cat.      2. what is layer weight do?

Simon Thommes

4th January 2021 - 11:13

@Aron The normalize mode of the vector math node makes sure that the vectors that you plug in are 'normalized' - scaled to a length of 1.

E.g.: (0,0,2) -> (0,0,1)

I do this to get coordinates, where the distance to the origin (length) does not matter.

Show more replies

Simon Thommes

4th January 2021 - 11:15

@Aron The layer weight node gives you information over the orientation of the surface to the camera.

Tsihoarana Randimbivololona

18th October 2020 - 18:20

Hello I'm still a beginner to blender and kinda want to ask if my specs is enough to make amazing or decent render. Radeon rx580 with 8gb of vram CPU is a ryzen 2600 and ram 16gb Because I want to make good pbr model in the future so I want to ask is it enough for now or do I need to invest a little bit more in the future?

Simon Thommes

20th October 2020 - 13:15

*@randimby01* Hey, welcome to the Blender community :) Those specs look okay to me. Of course, it is much more fun to work on fast hardware, but I'm sure you can also create great stuff on those specs. Just don't get frustrated when everything takes a bit longer than in the tutorials. But especially with viewport denoising, even on mediocre hardware rendering is much more convenient than it used to be a couple of years back.

I would recommend you to check out some demo files and see if the speed is comfortable to work in: https://www.blender.org/download/demo-files/ If you want to reach out for the community for some more tips I'd point you to https://blenderartists.org/ . The Blender community likes to be helpful!

Tsihoarana Randimbivololona

20th October 2020 - 13:20

*@Simon Thommes* Thank you so much for your reply

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