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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

Space Manipulation

9th July 2020

info License: CC-BY
flag Report Problem

Published by

Simon Thommes

You can get the visualization file for the Space Manipulation Tool here: https://cloud.blender.org/p/procedural-shading/5f075e89e9eb8ce7a48e38f5

8 Comments

Join to comment publicly.

Pandian GR

18th July 2020 - 05:31

Very nice and insight Tutorial Simon. Eagerly waiting upcoming chapters

Pierpaolo Andraghetti

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...

Simon Thommes

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. :)

Jefferson e Silva Nascimento

7th September 2020 - 23:53

Wow, the mix of textures was awesome, until now I was using a mix mode

Luis Saybe

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.

Simon Thommes

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.

Tighe Racicot

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

Boris BRESIL

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 !

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