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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+)
Example Scene - Simplified
Visualization (Chapter 1-4): Value Graph
Visualization (Chapter 2-5): Space Origami
Example Shader (Chapter 3-1): Rock
Example Shader (Chapter 4-1): Dilapidated Cube Scene
Example Shader (Chapter 4-3): Image Texture De-Tiling
Example Shader (Chapter 4-3): Semi-Procedural Fishbones Boards
Example Shader (Chapter 4-4): Procedural Volumetric Clouds
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2: Procedural Textures
9th July 2020
You can get the visualization file for the Space Manipulation Tool here:
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18th July 2020 - 05:31
Very nice and insight Tutorial Simon. Eagerly waiting upcoming chapters
15th September 2020 - 08:26
In blender 2.90, if i use ctrl+S to swap nodes, i can't find the "vector rotate" choice/node in the menu. But It's there with "Shift+A". Don't know if this happens only to me. Simon your course is enlightening thank you so much. i don't even know if i'm ever gonna use this but the fact is this is so fascinating...
15th September 2020 - 10:52
*@Pierpaolo Andraghetti* The reason for this is that shift+s to switch is a feature of the node wrangler, which is an addon and nodes like the vector rotate node are not yet integrated in the interface for it. The maintainer of the addon has to add them manually.
I'm glad you are enjoying the course. From my experience it is very useful to integrate a lot of the tricks from the procedural workflow into your regular workflow. Even if you don't want to create purely procedural shaders. Keep in mind that a lot of the concepts can just as well be applied to the use of image textures. :)
12th December 2020 - 04:19
Correct me if I am wrong but it seems a missing highlight of this tutorial is the lack of introduction of displacement. I had to go into the blender files used in this lesson to understand and see the the displacement input was being used in the material output node.
Prior to this lesson, we were only applying mathematical operating to the surface, so I was really confused as to how the object was able to deform in 3D when only the Surface input of Material Output was being used.
4th January 2021 - 11:30
@Luis Saybe The intention of this video was only to visualize the mathematical manipulation of coordinate space and not go into detail about how the demonstration file is set up. But you make a good point. It might be confusing and maybe I should have gone a simpler route than using displacement or taken more time to explain what is happening.
22nd February 2022 - 10:52
This is incredibly dense material and at normal speed sentences don't make any sense, it is just a series of technical jumps...it would be more helpful to slowly build upon a basic use case and allow time for the knowledge to sink in instead of jumping from options to options... (I haven't finished the course so I hope it is the case later on) Nonetheless, this is one of the best course I have seen on procedural shading. Thank you !
7th September 2020 - 23:53
Wow, the mix of textures was awesome, until now I was using a mix mode
19th February 2021 - 10:50
This was mind blowing, and I only have a superficial understanding of what's going on here. I don't see why it's beneficial to think in terms of manipulating coordinate space, rather than thinking in terms of the visual outcome. What is coordinate space in the first place? Is it synonymous with coordinate map or value/color/vector map? For Ping Pong for instance, I'm familiar that it will go from 0-1 then 1-0, a symmetric gradient. I don't see why I need to understand that coordinate space is being folded. Simon you said that space manipulation can be vital for specific textures. Can you give an example? Definitely need to come back to this when it's not 2 AM :D