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The Shader Editor
Colors, Values & Vectors
Vectors and Pixels
Geometric Dependency - Context Sensitivity
Generating PBR Maps
Blending & Masking
Walls (Chapter 2+)
Wood (Chapter 3+)
Dynamic Walls (Chapter 4+)
Wooden Boards (Chapter 5+)
Fire (Chapter 6+)
Rainy Window (Chapter 6+)
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2: Procedural Textures
July 9th, 2020
You can get the file for the Value Graph Tool here: https://cloud.blender.org/p/procedural-shading/5f075c60f11c51bf02b95fa1
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OMG, I think I get it!! just a tip: play it at 0.75x speed ;D
*@Juan Romero* haha.. i know right.. our brain is just functioning a little slower.. LOL
@victor p I'm literally watching it at .75x!
Great content, I kinda don't get it for now and my head kinda hurt but I'll get it eventually.
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!
@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.
@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 :)
Really great course, a little above my head but I'll get it eventually.
Thanks for the great content, excellent instructor.
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 ?
*@Desgorces* I'm not sure I see what your problem is. Can you send a screenshot of your setup and result?
I just uploaded a screenshot on the cloud at:
*@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.
Thank you very much. Everything's fine now.
Hi Simon, any idea why the plane's wireframe is visible on my viewport?
*@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):
When you go into local view of the plane, the artifacts go away (numpad /)
*@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
*@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
*@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.
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?
@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!
@Simon Thommes Excellent, thanks for clarifying!
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?
How can you posibly create a circle with substract nodes
I'm struggling to understand your comment at 3:39
"Now having the noise centered around 0 is not doing us a favor" why? Is it because we're losing information about the circles with which we're combining the noise?
"While adding 0 does not change anything, for multiplication the neutral element that does not change anything is multiplying by 1, so for this [what is this?] we want the values to be centered around 1 instead of 0"
I get the idea that adding 0 does not change anything and multiplying by 1 doesn't change anything, but what does that have to do with where the noise values are centered?
I guess the idea is that have values centered around 0 means multiply loses a lot of information, so if we want to use a multiply node, we should center the values around 0 to avoid everything going to 0?
@Nickolai Belakovski The idea here is that when a random noise is cenetered around the value that does not change the data in an operation, that means that randomly some values will change the data in one direction, just as much as into the other. So on average, the overall look stays somewhat the same.
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