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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

Texture Composition

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.

22 comments

Vsion Studio
Vsion Studio Aug. 15th, 2020

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

victor p
victor p Sept. 27th, 2020

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

Tighe Racicot
Tighe Racicot Feb. 18th, 2021

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

Tsihoarana Randimbivololona
Tsihoarana Randimbivololona Oct. 20th, 2020

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

Peter Evans
Peter Evans Sept. 7th, 2020

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

Nicholas Carrozo
Nicholas Carrozo Feb. 15th, 2021

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
Tighe Racicot Feb. 18th, 2021

@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
Simon Thommes Feb. 18th, 2021

@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
Desgorces Aug. 28th, 2020

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
Simon Thommes Aug. 28th, 2020

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

Desgorces
Desgorces Aug. 28th, 2020

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

Simon Thommes
Simon Thommes Aug. 28th, 2020

*@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
Desgorces Aug. 29th, 2020

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

victor p
victor p Sept. 25th, 2020

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
Simon Thommes Sept. 25th, 2020

*@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
victor p Sept. 27th, 2020

*@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
victor p Sept. 27th, 2020

*@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
Simon Thommes Sept. 28th, 2020

*@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
Tighe Racicot Feb. 18th, 2021

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
Simon Thommes Feb. 18th, 2021

@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
Tighe Racicot Feb. 19th, 2021

@Simon Thommes Excellent, thanks for clarifying!

Tighe Racicot
Tighe Racicot Feb. 19th, 2021

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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