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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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1: Fundamentals

Colors, Values & Vectors

9th July 2020

info License: CC-BY
flag Report Problem

Published by

Simon Thommes

Get the visualization file here: Color-Value-Vector.blend

32 Comments

Join to comment publicly.

Blair Martin

14th July 2020 - 21:11

Looks like my B.C. sub just paid for itself. Thanks for making this, Simon!

Martin Eschoyez

7th August 2020 - 16:26

Just brilliant, well organized and necessary. Thanks for this! I'm sure i'll be playing with materials soon.

carlos13eab

25th July 2020 - 11:59

Super excited for this course! Thank you Simon!

Jeremy Baker

25th August 2020 - 03:25

That box displaying the numbers in the Values scene is blowing my mind!

Pierpaolo Andraghetti

26th July 2020 - 09:17

How can i show the values at the bottom of the render window? (i'm using blender 2.83LTS and it doesn't show them by default. Thankx and btw this course is super interesting

Simon Thommes

27th July 2020 - 10:33

*@Pierpaolo Andraghetti* The values only show up, when you click on the image. The mouse button depends on what you use for selection. With leftclick-select you use the right mouse button and vice versa

victor p

28th August 2020 - 12:50

Hi Simon, was wondering why when the vector is going to -z direction it turns to dark green, when going to -x turning to dark blue and also when going to -y it turns to dark purple?

Simon Thommes

28th August 2020 - 14:50

*@Victor Bonar Panggabean* I'm not entirely sure, I understand what you mean. On its own, negative RGB values don't affect the other color channels.

If you mean the effect, that negative color values for the base color of the Principled BSDF shader affect the color, that you see, that is exclusively due to the specular part of the shader. The negative components effectively subtract from the reflection, changing its color.

That works in the same way as you can have negative emission as absorption with lamps or emission shaders.

victor p

4th September 2020 - 18:05

*@Simon Thommes* Hi Simon, sorry for my english. I mean in the blendfile that you provide for us. In the vectors scene, if i move the empty (target) to the +z direction then the arrow turns blue. But when i move the empty to the -z direction why is the arrow turns green? Just curious

Simon Thommes

4th September 2020 - 18:52

*@Victor Bonar Panggabean* Ah, I see. Thanks for pointing this out!

The reason for this effect is the same I described in my earlier comment, I did not think of it when creating the file. I updated the file. Now the behavior is accurate.

victor p

5th September 2020 - 10:54

*@Simon Thommes* Thank you Simon, will try explore the file again. Anyway i think you're the only instructor in this blender cloud who replies.. Haha.. Thanks alot

Blair Martin

5th September 2020 - 16:14

*@Victor Bonar Panggabean* That hasn't been my experience. To name one example, Julien K. responded to a question I had recently within a day or so. And my only other attempt at asking a question was also answered. Sounds like you haven't been as lucky. Still, painting everyone with one brush may not be so fair.

Simon Thommes

7th September 2020 - 10:57

*@Victor Bonar Panggabean* I think the problem you are experiencing might be on the courses that are old training DVDs that are not uploaded by the instructors themselves, but as an archive by one of our maintainers. So those instructors don't see your comments unfortunately.

But on the courses by those of us working at the Blender Studio currently we all respond regularly as far as I know. I know that, as an example, Julien Kaspar replies to all comments in short time.

victor p

7th September 2020 - 12:07

*@Simon Thommes* Yes you're right. Ah, so the old training courses was not uploaded by the instructors themselves.

Wow, that's awesome so now there's a new division developing the blender training material?

Anyway, if i can make a suggestion, it will be much helpful for the students that don't speak english well (like me) if there is a feature that can upload picture in this Q & A section. So instead explaining what is happening in my screen, i can just screenshot and send it here so the instructor will easily understand the problem and therefore will be able to help the students easily.

Simon Thommes

7th September 2020 - 12:34

*@victor p* Yes, as far as I know that feature will be supported in the future. Right now you can also do it, but you have to first upload the image and then link to it in the comment.

victor p

7th September 2020 - 12:37

*@Simon Thommes* aha..yes you are right.

Sathyarajkumar Krishnasamy

20th September 2020 - 04:30

I enabled the add on Node Wrangler. But not getting the “Viewer” Node. A forum suggested Ctrl + shift + LMB / Command + shift + LMB which did not help either. I’m using 2.83. Anything i’m missing?

Simon Thommes

21st September 2020 - 10:48

*@srkmail* That is exactly the shortcut that should work, which I am using as well. Are you sure that the addon is enabled correctly? You should save your preferences after enabling so Blender remembers your settings.

Do you see the Node Wrangler settings in the right property tab of your shader editor window? (shows up when pressing 'N')

Sathyarajkumar Krishnasamy

21st September 2020 - 14:33

*@Simon Thommes* Thanks a lot Simon. It is working after restart. Thanks for this wonderful tutorial.

Jean-Christophe Sekinger

20th November 2020 - 22:52

this video is interrupted after a minute

Simon Thommes

4th January 2021 - 10:59

@Jean-Christophe Sekinger Is this still happening to you? I cannot reproduce this error.

Hendra Yahya

26th November 2020 - 15:06

What the use of Values & Vectors? Can we just use base color in Principled BSDF for changing color?

Simon Thommes

4th January 2021 - 11:03

@Hendra Yahya Values and vectors are the base of all information that is passed in a nodetree and you can use them generally everywhere to inform your shader. This course goes more into depth of the node-based shading system in Blender, so having this base is important to build up on. The Principled BSDF shader specifically is topic of chapter 3.

Leif Eliasson

1st February 2021 - 15:29

Great look forward to follow this

Theeverflare

23rd February 2021 - 06:21

What is weighted average value? and can you explain in a simplified version of it since i find it hard to understand the meaning behind it, even through google search.

Simon Thommes

24th February 2021 - 19:06

@Theeverflare An average in general gives you a comparable measure for a property of a group regardless of the size of that group. It is just calculated by the sum of all the properties divided by their count.

If in the measure you are looking for different elements of the group have a difference importance, you have to weigh the average in the calculation with the weights of those elements.

In the example of the RGB Color one weighted average that you can look at is the luminance which give you information over how bright a color appears. If you just were to calculate the general average with (R+G+B)/3 that would be inaccurate in terms of luminance, as a pure blue for example is much darker than a pure green.

Because of this you have to weigh the different components of red, green and blue in a way that they are more accurately represented in the average. These weights are basically a measure of how much each color component is worth in terms of luminance. The weighted average then calculates as (R*wR+G*wG+B*wB)/(wR+wG+wB) where wR, wG, wB are the weights of the components. In the case of equal weighting this is exactly the formular from above: (R*1+G*1+B*1)/(1+1+1)=(R+G+B)/3

I hope that helps understanding this :)

Theeverflare

17th March 2021 - 05:39

@Simon Thommes Thanks i understand now

Emmanuel

2nd June 2021 - 04:50

@Simon Thommes This class already started very well! For info our eyes percieves the luminance of a color differently depending of the channel: 0.21R + 0.72G + 0.07B

Andreas Hoffmann

28th February 2021 - 00:16

Is there a difference between setting to and setting it to AND to ? Both combinations yield the 0.5 values for RGB in your shown set-up.

Andreas Hoffmann

28th February 2021 - 00:17

Sorry, I used brackets in my question before: Is there a difference between setting Display Device to None and setting it to sRG AND View Transform to Raw ? Both combinations yield the 0.5 values for RGB in your shown set-up.

Simon Thommes

1st March 2021 - 11:19

@Andreas Hoffmann You're right, both of these settings give you the linear values without additional color transformation. The main differnece between changing the Display Device and the View Transform is what is affected. You can see that for example the solid viewport is not affected by the View Transform but by the Display Device.

Alexandros Hadjilaou

31st January 2022 - 09:57

Great intro into colors and shading! Can you add a video explaining how you created the blend file? This way we'll have the opportunity to dive into the details and get familiar with the concept.

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