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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

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2: Procedural Textures

Chapter 2-4: Texture Composition

9th July 2020

info License: CC-BY
flag Report Problem

Author

Simon Thommes

You can get the file for the Value Graph Tool here: https://cloud.blender.org/p/procedural-shading/5f075c60f11c51bf02b95fa1

22 Comments

Join to comment publicly.

Juan Romero

15th August 2020 - 11:42

OMG, I think I get it!! just a tip: play it at 0.75x speed ;D

victor p

27th September 2020 - 08:17

*@Juan Romero* haha.. i know right.. our brain is just functioning a little slower.. LOL

Tighe Racicot

18th February 2021 - 11:31

@victor p I'm literally watching it at .75x!

Peter Evans

7th September 2020 - 03:43

Really great course, a little above my head but I'll get it eventually. Thanks for the great content, excellent instructor.

Tsihoarana Randimbivololona

20th October 2020 - 17:45

Great content, I kinda don't get it for now and my head kinda hurt but I'll get it eventually.

Nicholas Carrozo

15th February 2021 - 11:48

My approach to learning this is repetition. watch each chapter 10 times and its like a render samples. it'll become clear with enough passes. Simon, thank you for this wealth of information!

Tighe Racicot

18th February 2021 - 11:32

@Nicholas Carrozo I'm slowly getting it, but I have to listen to one principle then experiment for hours, sometimes days even. Moving at a glacial pace, but learning.

Simon Thommes

18th February 2021 - 19:39

@Tighe Racicot Awesome that you keep going! These lessons are quite fast paced. My focus was more to bring the information to the point and in a good structure so you could go back to certain concepts easily.

Experimenting yourself with those concepts is definitely the best way to learn and internalize :)

Desgorces

28th August 2020 - 11:50

First Thank you for this great tutorial. I have an issue with the colors, it seems that my color ramp has absolutely no effect on the image rendering (I only got a black and white image). Am I the only one facing this problem ?

Simon Thommes

28th August 2020 - 12:12

*@Desgorces* I'm not sure I see what your problem is. Can you send a screenshot of your setup and result?

Desgorces

28th August 2020 - 18:00

*@Simon Thommes* Thank's Simon I just uploaded a screenshot on the cloud at: https://blender.cloud/r/7AIKPf Pascal

Simon Thommes

28th August 2020 - 19:58

*@Desgorces* Ah, I see what you mean now. The output from the color ramp is connected to the color output of the nodegroup, which is not used for anything right now.

What is displayed is actually the value output from the map range node, as this is what's connected to the value output. If you leave the nodegroup by pressing ctrl+TAB, you can select the color output as what is displayed with the viewer node, then it shows you the resulting color.

Desgorces

29th August 2020 - 09:53

*@Simon Thommes* Thank you very much. Everything's fine now.

victor p

25th September 2020 - 11:44

Hi Simon, any idea why the plane's wireframe is visible on my viewport?

https://drive.google.com/file/d/1j1j_7uCHmzgmvdKQAnOYUXa2onJ7PriU/view?usp=sharing

Simon Thommes

25th September 2020 - 12:29

*@victor p* Yes, looks to me like you are trying to display something that is not the 'Value Graph' output on the plane. What you are seeing is not the wireframe of the plane, but an artifact because of that. It is because of the way that the tool is set up (with a grid of planes): https://cloud.blender.org/p/procedural-shading/5f075c60f11c51bf02b95fa1

When you go into local view of the plane, the artifacts go away (numpad /)

victor p

27th September 2020 - 07:58

*@Simon Thommes* aha ok, so it is supposed to be visible i thought its some mistakes i make with the nodes as i put it outside the group. Anyway I tried to view in local view the wireframe is gone but then the blue grid also is gone, so i keep it just the way it was. Ok Simon thank you for clarifying

victor p

27th September 2020 - 08:14

*@Simon Thommes* I think i know now why you use the node group. I notice that the blue grid doesn't visualize what's happening on the plane when i put the nodes outside the node group

Simon Thommes

28th September 2020 - 10:09

*@victor p* Oh, yes exactly. You have to use the nodegroup for the visualization to work. Otherwise there is a discrepancy between the what the grid shows and what the plane shows and that results in the grid on the plane. I'm sorry, I thought you meant to use is without the visualization and then wondered about the grid.

Tighe Racicot

18th February 2021 - 11:36

Hi Simon, at 3:03 you talked about retaining the map's negative values instead of clamping. If we clamp, then the noise would have affected the black. I don't fully understand your comment. Isn't the noise still affecting the black? Are you saying that because we retained the negative values, that gives us a buffer for the noise to affect the map without immediately pulling the blacks into whites?

Simon Thommes

18th February 2021 - 19:43

@Tighe Racicot Yes, that was phrased a little bit inaccurately by me. But how you interpret it is correct, What I meant is that the black areas stay black. Thinking about the negative values as a buffer is definitely helpful!

Tighe Racicot

19th February 2021 - 05:02

@Simon Thommes Excellent, thanks for clarifying!

Tighe Racicot

19th February 2021 - 07:01

Hi Simon, when showing how to mix the noise with the two circle gradients, you said "Using the add operation offsets the values with the same strength independent on the value of the other map as the strength of the noise is the same everywhere." By strength do you mean amplitude/value? The noise values vary throughout its map, so I don't see how it's the same everywhere. You later say that the strength of the noise (again, I'm thinking amplitude or resulting values?) depends on the gradient. So, the principle here is that add will combine (or offset as you say) the noise value with the other map no matter what, whereas after adding 1 to the noise map then multiplying with the other, it now takes the shape of the first map without blowing away the values, the key being Multiply causes it's overall shape to conform to the first map?

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