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The Shader Editor
Colors, Values & Vectors
Vectors and Pixels
Generating PBR Maps
Geometric Dependency - Context Sensitivity
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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9th July 2020
This is the simplest workflow example and it is aimed at a level after finishing chapter 2 of the course.
Join to comment publicly.
11th August 2020 - 11:54
This workflow example is very helpful
5th August 2020 - 03:26
Very interesting, i have create a wall with only same method but using gradient texture to masking the dirt.
But i don't know if this is a correct way to do it.
5th August 2020 - 11:24
*@Feby Kristianto* You can totally do that! There is not really a single correct way to do it. I personally, instead of using a gradient texture, would have just used the Y-component of the Generated coordinates. But if you are more comfortable with that, that's fine too.
20th July 2020 - 20:51
these are very helpful thank you! icant wait for the droplets on the windows!
22nd July 2020 - 04:21
Thank you! This example helped cement a lot of the stuff you touched on in the first two chapters. Very much looking forward to the rest of the course.
30th September 2020 - 15:45
I am loving this mate.
7th November 2020 - 12:29
This is a silly question but at the beginning when viewing the texture coordinates, I don't understand why it has some bluish pinkish colors and then when it is shifted 0.5 it become black red and green? I imagine it is because of XYZ being treated as RGB but I can't see it, can't grasp it.
12th November 2020 - 12:45
@Leslie Solorzano Good point, I should have mentioned this. Yes, it is due to the RGB representation of XYZ. The blue component comes from Z and the Generated coordintaes behave a little bit funky when the object is a plane with no height because they stretch between the limits. For a plane both limits in Z are the same so the Z component is unclear, but it is defined as 0.5 .
So subtracting 0.5 from the z component brings it to 0 and thus removes the blue tint. But eventually the Z component does not matter at all because it is getting multiplied with 0 in the following node.
10th December 2020 - 06:47
Hey, thank you so much for this course! Is there a specific reason you used the distance value of the bump node and not the strength? what is the difference between those two values?
4th January 2021 - 11:26
@Blender Daily There is actually a mathematical difference between the two that results in a visual difference as well. The distance actually changes how the normals are calculated in respect to how strong the bump is interpreted, while strength simply blends the result with the input normals.
So my suggestion is to always set the correct distance first and then tone it down with the strength if necessary.
17th August 2020 - 04:42
thanks! at first i thought subtract would "1-0.5" now i understand it's a "(0-0.5;1-0.5)". i'm not good at math :v
17th August 2020 - 04:45
by the way, how to select every value in a node at once like you did with the first vector math node?
17th August 2020 - 10:53
*@Huân Lê-Vương* Everywhere in blender when there are multiple values to define something like a vector, you can click and drag along the fields from top to bottom to change all at the same time
17th August 2020 - 14:58
*@Simon Thommes* thanks! another question, why the min value of the map range is higher than the max value (before the roughness)?
17th August 2020 - 15:02
*@Huân Lê-Vương* The 'To Min' and 'To Max' inputs simply determine where the 'From ...' values are mapped to, so flipping these around is an easy way to invert the map, while you are defining the levels. 'Max' does not have to necessarily be higher than 'Min', that is just a name to easily differentiate between them.
17th August 2020 - 15:03
*@Simon Thommes* thanks!
16th September 2020 - 06:49
Hi Simon, is there any blendfile for starting this workflow examples?
16th September 2020 - 11:58
*@victor p* You can simply use the file of the result and delete the material or start just using a simple plane, as I am doing in the video.
In all the workflow examples I am using quite simple base setups.
10th October 2020 - 10:39
The question I asked in this post earlier is obsolete. I just forgot that the coordinates with Generated run from 0 to 1
14th October 2020 - 17:14
Hello! I'm not sure why, but I've got no "smooth maximum" (4:09 on the video). Quite the opposite my window with options is rather slim. I thought it has to do with rendering set up but seems like not.
14th October 2020 - 17:34
*@Alex* You are probably using an outdated version of Blender, there have been a lot of new options coming to the math node in recent Blender versions. You can download the latest version of Blender here: https://www.blender.org/download/
14th October 2020 - 22:40
*@Simon Thommes* Oh how could I not think of that myself. Thank you!
28th November 2020 - 18:00
Simon, when I am connecting geometry position to the noise texture, it's making it circular. Basically, it is loosing it's randomness. Without geometry global position things are working as expected. Any pointers?
29th November 2020 - 07:34
Ignore - I just couldn't reproduce the problem in the subsequent try. Very helpful tutorial Simon. Thank you!
8th February 2021 - 11:53
Hi Simon, I'm curious why you chose to use Generated and subtract 0.5/multiply by 2 to center the mid point instead of using the Texture Coordinate's Object socket? The results appear to be virtually the same.
8th February 2021 - 12:16
@Tighe Racicot That is the case only as long as the mesh of the object itself does not change. When you go into edit mode and scale the plane, you can see that Generated coordinates adapt to the bounding box of the mesh.
11th February 2021 - 05:46
@Simon Thommes Sorry, I'm not sure what you mean by adapt. I've set up a test, one with Generated with the midpoint and min,max shifted, and another with Object as is. Both are wired up to a Noise node. When I preview either and scale in edit mode, they both seem behave the same. The plane is scaled larger, with the additional generated noise filling the canvas—no stretching from the Object node which is what I thought you meant. Maybe it's a mute point, I'm just trying to understand these nodes since up until now they've totally mystified me.
12th February 2021 - 12:03
@Tighe Racicot I assume you're using Eevee for the preview. There you need to exit edit mode to see the change take effect. In Cycles the update is immediate.