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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

Coordinate Types

9th July 2020

info License: CC-BY
flag Report Problem

Published by

Simon Thommes

Get the visualization file here: Coordinates.blend

22 Comments

Join to comment publicly.

Gabriel Montagné

9th August 2020 - 08:33

This video really hits it out of the stadium in the usefulness dimension -- I've waited like 10 years to find anything like it! Thanks so much : )

Huân Lê-Vương

30th August 2020 - 17:07

Hello,

Can you explain why we use UV instead of Generated in the Example 4 please?

(Sorry I commented in the wrong video while I was looking back at this video).

Simon Thommes

31st August 2020 - 10:53

*@Huân Lê-Vương* You're right, I could have used generated coordinates as well. The reason I didn't is mainly that for a plane the Z-component is irrelevant and with generated coordinates gives redundant and sometimes problematic information. Also for the orientation of an actual pattern like this it is usually nice to be able to manually define its proportions. For example, if the room was not a perfect square, generated coordinates would result in stretching, while the UVs can easily be adjusted.

Huân Lê-Vương

1st September 2020 - 05:54

*@Simon Thommes* thanks! that makes sense

Huân Lê-Vương

7th August 2020 - 10:37

hello, how do you make a viewer to see a specific "color" like those 3 at the bottom?

Huân Lê-Vương

7th August 2020 - 10:43

(i think i know how now)

Show more replies

Simon Thommes

7th August 2020 - 11:06

*@Huân Lê-Vương* I am using a hack by using separate parented objects with separate shaders that are using the same nodegroup and then going into local view for the individual views.

victor p

7th September 2020 - 12:57

Hi Simon, can you tell me why the suzanne in my viewport doesn't have colors like you? I'm using the files you provide in the Files and Tools folder

https://drive.google.com/file/d/1oqE2xJh1yqBld_0flQD4Qc_epzntEGgl/view?usp=sharing

Well i think i got it, i notice that the node group is used by 4 objects. So i just view the suzannes each in local view. Is this correct?

Simon Thommes

7th September 2020 - 14:15

*@victor p* Yes, that's correct. If you just used the file from this video though, it should just work.

victor p

7th September 2020 - 16:31

*@Simon Thommes* Thank you

Tighe Racicot

7th February 2021 - 10:06

@Simon Thommes I'm still trying to figure out why each local view displays differently. I see that they are all separate objects, parented to the main suzanne, and that each child has a different material. I can't actually change the material in my shader editor for some reason to see what's going on. Why does local view affect the material display? ... ohhh... cause they're in the same location. Heh. So then why can't I select a different mat in the shader? Everytthing is greyed out.

Tighe Racicot

7th February 2021 - 11:05

Edit: Got it. For some reason I couldn't pick a different mat in the shader editor in Layout workspace. Switching to Shading workspace fixed it. Seems like a bug? Anyway, now I see what I'm looking at—separate channels. I couldn't read the material setup in the Material Properties as well as reading the nodes.

Tighe Racicot

7th February 2021 - 11:27

Edit again: I discovered it's the Pinned feature that prevents changing a material. Learning a lot about shading/editor already!

Simon Thommes

8th February 2021 - 12:19

@Tighe Racicot Yep, you figured it all out! :D Sorry that I didn't explain this in the video, but I wanted to focus on the subject matter itself and use the file only as a tool for showcasing.

Tighe Racicot

11th February 2021 - 05:47

@Simon Thommes No problem. Totally understand. I like to really experiment, question, and break my (limited) understanding of things, so I had to dig a little deeper.

Abhirama Gopala Dasa

12th September 2020 - 13:21

I wanted to know the difference between generated and Object coordinates. You said Generated is tied to the mesh and object coordinates is tied to the Object, but my mind is not albe to go deeper

Simon Thommes

14th September 2020 - 10:30

*@Abhirama Gopala Dasa* The mesh and pbject are separate things. Basically the object is what you can edit in object mode with location, rotation and scale. And the mesh is what you edit in edit mode with all the individual vertices.

Generated coordinates stretch along the mesh, no matter what the object scale is. And object coordinates are linked to the object transformation, no matter what the contained mesh is. I hope this helps.

aneeqtariq.5710

11th November 2020 - 07:02

can we say that the camera projects three dimensions as two with, viewport display being coordinated of that 2. z being anything in the bottom left, y upwards, and x towards right?

AntoineFortin

28th December 2020 - 22:31

Nice

Min Li

3rd January 2021 - 12:48

Thanks, it is very helpful.

I am new to these concepts. I rewatch it multiple times and discuss it with friends, finally understand it. It might be helpful when talking about Generated / Normal / Object, choose some points to talk about the output. So that we can know the value range, and how these numbers calculated.

So, Generate value range [0,1], normal value range [-1, 1], Object value range [-∞, +∞] which based on vertices position.

When I search about nodes color: "Yellow is a tuple containing 3 values; the red, green, and blue channels of a color. Purple is a tuple containing 3 values. Used for vector/coordinate information."

And I notice I can use Separate GRB, Separate XYZ interchangeable.

My question is: Is the value range is the only difference between Yellow and Purple nodes? The yellow node for color range is [0,1], purple node when in Object can be [-∞, +∞]

Simon Thommes

4th January 2021 - 12:02

@Min Li This question is related to chapter 1-1 where I talk about the difference of vectors and colors. I short, Blender nodes don't make an intrinsic distinction between colors and vectors as objects. The difference is only important once they are being interpreted. In that sense, yes, the difference is their range. But the sockets and nodes can usually be used interchangeably between colors and vectors.

Min Li

5th January 2021 - 05:39

@Simon Thommes   Thank you ~

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