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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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2: Procedural Textures

Noise Textures

July 9th, 2020

info License: CC-BY
Report Problem
Simon Thommes
Simon Thommes Publisher

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

Join to comment publicly.

15 comments

Tighe Racicot
Tighe Racicot Feb. 8th, 2021

Quick tip if your computer chokes on rendering the graph. Make the ZX and ZY planes selectable, then select each and reduce the array modifier fixed counts to a lower value until your computer can handle the computations. Mine still struggles with only 10 planes each heh :S

victor p
victor p Sept. 20th, 2020

Hi Simon, can you tell me why the color is not showing up in my viewport?

https://drive.google.com/file/d/1Q6x7f6_FjWDTBfvc424vxmH61FyfPy5T/view?usp=sharing

Simon Thommes
Simon Thommes Sept. 21st, 2020

*@victor p* The value graph tool only works for 1-dimensional outputs (which are translated into the height), so it converts the color into a value. So the grayscale map that you are seeing are exactly the values that are corresponding to the color map. How that works is explained in Chapter 1-1.

victor p
victor p Sept. 22nd, 2020

*@Simon Thommes* but yours in this video have colors on it..

https://drive.google.com/file/d/1fHyMlna2Rv2Wk6tG8QV5Rngeqgj0_Z5h/view?usp=sharing

How come?

Simon Thommes
Simon Thommes Sept. 22nd, 2020

*@victor p* Ah, you are right!

I looked it up and this was a change in Blender for Eevee to make the behaviour consistent with how it is in Cycles: https://developer.blender.org/T71374

victor p
victor p Sept. 23rd, 2020

*@Simon Thommes* aha ok so its a new update. Thank you Simon

aneeqtariq.5710
aneeqtariq.5710 Nov. 13th, 2020

hi, can you  kindly explain a bit about using one  Perlin texture onto other which you mentioned as octaves?

higgi270
higgi270 July 6th, 2021

Hey Simon, this is a great course! I am having some trouble following the technical aspects of procedural shading and am wondering if there are files that we can explore on this chapter like the file created for the color vectors. I am trying to explore the texture nodes explained in this video in some of my own scenes, but am having trouble just getting started (lots of pink objects :) Could we also explore the file used in this video?

Simon Thommes
Simon Thommes July 7th, 2021

@higgi270 Of course, I usually link to the files used in the video description. This here is the value graph tool that I built to visualize texture values: https://cloud.blender.org/p/procedural-shading/5f075c60f11c51bf02b95fa1 In the chapter on value control I explain it a bit more. I hope that helps :)

higgi270
higgi270 July 7th, 2021

@Simon Thommes Oh shoot, sorry. I checked back to the chapter and it was indeed linked to the bottom of the video. This is exactly what I was looking for. Thanks!

Seif Hussam
Seif Hussam Dec. 12th, 2021

Hey Simon, i can't find this file any where can you please put another link here?

Simon Thommes
Simon Thommes Dec. 14th, 2021

@Seif Hussam In the description of this video you can find the link to the tool and there you can simply click on the Download button.

Anmol Krishna
Anmol Krishna March 15th, 2023

@Simon Thommes I have one query not related to this but you know like...in texture baking of snow character in Blender Studio live stream by @Julien Kaspar ....he separated the head, hands, and remaining body for baking, and it's DONE but the issue is how I can apply those baked textures to same object where the whole character is one mesh not separated but we have a different diffuse map, roughness values of character..so I hope I cleared the point..so please help me out....?

Simon Thommes
Simon Thommes April 13th, 2023

@Anmol Krishna Sorry, but this is very much off-topic. This depends on the UV layout. If previously each object had their own UV space and the merged character needs a shared UV space I would suggest using UDIMs.

Anmol Krishna
Anmol Krishna April 13th, 2023

@Simon Thommes ok, so how can I import UDIMs, like of wanna use diffuse map color right with 3 maps of the head, body, and fingers then how is it going to be reflected or applied in shading nodes as we are going to add "Image Textures" of a bunch of 3 and having same base color diff maps of same mesh...?

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