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Course

Procedural Shading: Fundamentals and Beyond
feed Course Overview
Introduction keyboard_arrow_down
  1. 01

    Introduction

    Free
  2. 02

    Definition

  3. 03

    Content Overview

  4. 04

    The Shader Editor

1: Fundamentals keyboard_arrow_down
  1. 01

    Colors, Values & Vectors

  2. 02

    Vectors and Pixels

  3. 03

    Coordinate Types

  4. 04

    Value Control

2: Procedural Textures keyboard_arrow_down
  1. 01

    Noise Textures

  2. 02

    Shape Control

  3. 03

    Repetition

  4. 04

    Texture Composition

  5. 05

    Space Manipulation

3: Shading Principles keyboard_arrow_down
  1. 01

    PBR

  2. 02

    Geometric Dependency - Context Sensitivity

  3. 03

    Generating PBR Maps

4: Shader Composition keyboard_arrow_down
  1. 01

    Blending & Masking

  2. 02

    Randomization

  3. 03

    Semi-Procedural Workflow

  4. 04

    Volumetric Shaders

5: Modular Setup keyboard_arrow_down
  1. 01

    Parametrization

  2. 02

    Nodegroups

6: Automation keyboard_arrow_down
  1. 01

    Drivers

  2. 02

    Animation

Workflow Examples keyboard_arrow_down
  1. 01

    Walls (Chapter 2+)

  2. 02

    Wood (Chapter 3+)

  3. 03

    Dynamic Walls (Chapter 4+)

  4. 04

    Wooden Boards (Chapter 5+)

  5. 05

    Fire (Chapter 6+)

  6. 06

    Rainy Window (Chapter 6+)

Files & Tools keyboard_arrow_down
  1. insert_drive_file

    Example Scene

    visibility_off
  2. insert_drive_file

    Example Scene - Simplified

    visibility_off
  3. insert_drive_file

    Visualization (Chapter 1-4): Value Graph

    visibility_off
  4. insert_drive_file

    Visualization (Chapter 2-5): Space Origami

    visibility_off
  5. insert_drive_file

    Example Shader (Chapter 3-1): Rock

    visibility_off
  6. insert_drive_file

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

    visibility_off
  7. insert_drive_file

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

    visibility_off
  8. insert_drive_file

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

    visibility_off
  9. insert_drive_file

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

    visibility_off

Course

Procedural Shading: Fundamentals and Beyond
Introduction keyboard_arrow_down
  1. 01

    Introduction

    Free
  2. 02

    Definition

  3. 03

    Content Overview

  4. 04

    The Shader Editor

1: Fundamentals keyboard_arrow_down
  1. 01

    Colors, Values & Vectors

  2. 02

    Vectors and Pixels

  3. 03

    Coordinate Types

  4. 04

    Value Control

2: Procedural Textures keyboard_arrow_down
  1. 01

    Noise Textures

  2. 02

    Shape Control

  3. 03

    Repetition

  4. 04

    Texture Composition

  5. 05

    Space Manipulation

3: Shading Principles keyboard_arrow_down
  1. 01

    PBR

  2. 02

    Geometric Dependency - Context Sensitivity

  3. 03

    Generating PBR Maps

4: Shader Composition keyboard_arrow_down
  1. 01

    Blending & Masking

  2. 02

    Randomization

  3. 03

    Semi-Procedural Workflow

  4. 04

    Volumetric Shaders

5: Modular Setup keyboard_arrow_down
  1. 01

    Parametrization

  2. 02

    Nodegroups

6: Automation keyboard_arrow_down
  1. 01

    Drivers

  2. 02

    Animation

Workflow Examples keyboard_arrow_down
  1. 01

    Walls (Chapter 2+)

  2. 02

    Wood (Chapter 3+)

  3. 03

    Dynamic Walls (Chapter 4+)

  4. 04

    Wooden Boards (Chapter 5+)

  5. 05

    Fire (Chapter 6+)

  6. 06

    Rainy Window (Chapter 6+)

Files & Tools keyboard_arrow_down
  1. insert_drive_file

    Example Scene

  2. insert_drive_file

    Example Scene - Simplified

    Free
  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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Files & Tools

Example Scene

9th July 2020

info License: CC-BY
flag Report Problem

Published by

Simon Thommes

An example scene using exclusively procedural shaders, including volumetric shading, animated shaders, different types of tiling, procedural shape generation and much more.

Due to the fact that complex procedural shaders can be incredibly demanding for especially the usage of Eevee a simplified version of the scene able to run on older graphics cards showcases the same functionalities trading off some of the detail.

15 Comments

Join to comment publicly.

dmdsik

12th May 2021 - 05:09

This course is the kindest and most informative of all the node lectures that currently exist. TY bb

Kyle Olson

24th November 2020 - 16:40

Hi All, Not sure if Intel really matters, but I've had no problem rendering on my GTX 1070 8GB VRAM with an Intel I7 and 32GB RAM. Viewport runs relatively smooth in Eevee and I rendered 5 frames in about 20 min on Cycles.

Luis Saybe

9th December 2020 - 23:38

The non-simplified scene runs on my 16GB macbook M1, blender hasn't been released yet for M1 natively so it's running on Rosetta, pretty surprised it still renders ok

Jorge Restrepo

29th July 2020 - 02:29

Sadly, it is too much for my computer.

Here are the specs of my pc, just as a reference: Ryzen 7 2700 RTX 2060 16 Gb of Ram

The Tech Academy

29th July 2020 - 10:17

*@Jorge Restrepo* seriouslyyyy :(

Show more replies

Simon Thommes

29th July 2020 - 11:02

*@Jorge Restrepo* Sorry to hear that, this is interesting. Your specs should definitely be sufficient! I even tested the scene on a laptop with RTX 2060, which is less powerful than the desktop version and it worked there. Can you tell me what exactly doesn't work for you? Are shaders not compiling in Eevee and just turn pink? is it a problem when you try to render with Cycles? Or something else?

Jorge Restrepo

30th July 2020 - 20:50

*@Simon Thommes* It simply doesn't compile the shaders. I left it on its own for a while to see if it would just take some time... But the scene never (at least for an hour) changed the grey color. If it is something about my settings, that would be a relief. Do you have any clues about what could be causing the issue?

Jorge Restrepo

30th July 2020 - 21:03

I downloaded the file again and gave it another try. This time everything worked. I'll blame the stars position or some other esoteric reason for the previous failure, hehe.

Simon Thommes

30th July 2020 - 23:37

*@Jorge Restrepo* okay, I don't know what that might have been, but I'm glad it worked out!

Huân Lê-Vương

5th August 2020 - 14:47

hello, can I have the specs of the mentor's machine please? i'm going to invest a machine for blender.

Simon Thommes

5th August 2020 - 15:19

*@Huân Lê-Vương* The most relevant for scenes like this is the graphics card. On my work PC that I am using for most of the video recording I have an Nvidia Quadro RTX 6000, which is why it runs so smoothly. I also tried the scene on a GTX 1070, which ran more choppy but still well. So, I recommend getting a graphics card with at least 8GB of VRAM, if possible.

(The workflow example videos are recorded on a machine with a GTX 1080)

Huân Lê-Vương

6th August 2020 - 04:17

*@Simon Thommes* thanks!

Zamboolah Wigi Wigi

27th August 2020 - 14:18

Hello, may I ask why my setup is struggling with this blend file. I'm on a: AMD Ryzen 9 3900X with 32GB ram on an RTX 2070 SUPER

Do you need an INTEL proc for this platform?

Simon Thommes

27th August 2020 - 15:27

*@Zamboolah Wigi Wigi* Hi, because all textures are procedural, the performance highly depends on the size of the viewport window that you are trying to render. So if you are trying to display the scene on a large monitor and have the viewport on fullscreen, pretty much any system will struggle with the scene.

But to find out if there is a problem on your end, you have to specify what you mean with struggling. Do you mean Eevee shader compilation or framerate, or Cycles render time?

As far as I know Intel vs AMD is not a relevant factor here.

Zamboolah Wigi Wigi

29th August 2020 - 06:05

*@Simon Thommes* i will check it again and ill be more specific next time sir. thank you for replying.

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