The Mathematical Background and the Achieving Procedural Realism would be very beneficial for advanced topics! Thank you for making this series, I've been looking for a procedural training since I came into awareness of it.
zambino.ueca
July 28th, 2020
*@bentrainbow484* I'm 100% with you. I'm up for the Mathematical Background and Achieving Procedural Realism. Thanks for the course!
Arturo J. Real
Oct. 14th, 2020
*@zambino.ueca* This is a +2 on the above, and thanks for the course, Simon!
*@Sunny Shadetree* +3 here fro the Mathematical background and Ray Marching
MeLlamanHokage
March 13th, 2023
@Markus "Sunny" Shadetree +4 for Mathematical backgrounds and I would also like a look at baking for a game engine. Curious about telex density and how that all works with the procedural workflow.
Thank you for this course!
Devanshu Tak
July 14th, 2020
It would be really nice if you could so a few videos about Vector Displacement and Ray Marching! Thanks for the series! :D
Blair Martin
July 15th, 2020
*@Devanshu Tak* I had the same thought, particularly about ray-marching. So if that question mark after Addendum means something like "depends on demand" then here's my vote for it. :)
*@Devanshu Tak* Yeah, I also vote for Vector Displacement and also for achieving realism.
jupiter.station.co
July 15th, 2020
Mathematical Background at least in part, would be helpful. Given so much of this revolves around vectors, it starts to feel like a bag of tricks if you don't see how all the linear algebra fits in to why combinations of vectors do this or that in a visual way.
regis@redj.be
July 30th, 2020
Mathematical background would be definitely very helpful. Vector displacement, and ray-marching (but this last one is more out of curiosity than true interest) have my vote too! This series looks really good, thanks a lot for it :)
Peter Evans
July 15th, 2020
Would like to see clouds, water, and natural phenomena.
(Especially clouds) :D
Adam Yoohasz
July 15th, 2020
I find vector displacement the least interesting out of the addendum, due to the fact that I jave ZERO idea where they would use it in production. If anyone knows use cases where it was favourable to use it please educate me. So Math, Proc Real, and Ray Marching get my vote.
jupiter.station.co
July 15th, 2020
*@Adam Yoohasz* There's Vector Displacement Brushes in ZBrush. Not that this is directly applicable in Blender, but I could see it's use for convex -> concave decal work where normal+displacement doesn't quite work. However, I mostly agree, largely a niche case that's "neat" if not used specifically as a tool.
LTSeto
July 31st, 2020
I would love to see a video on how to achieve realism with procedual shaders.
jhonatansilva31415
Aug. 16th, 2020
I would really enjoy the mathematical background, also a specific video on stylized procedural scenes
quentin.choulet
Aug. 14th, 2020
I would love some videos about the Mathematical Background, everything feels a bit too "magic" without the proper knowledge. I just started the series and it seems really promising, keep up the good work
samirako3d
Oct. 7th, 2020
Vote to All Addendums please
mathiasriedel12
Nov. 3rd, 2020
I would be very interested in a video on the Mathematical Background! Ray-Marching sounds interesting too
altieresdelsent
Aug. 16th, 2020
mathematical background and achieving procedural realism please :)
Shikher Pandey
Aug. 22nd, 2020
Mathematical Background would be great to have.
jamesrossbond
Oct. 23rd, 2020
Please get them extra topics included, all sound fantastic! <3
jan laub
Nov. 9th, 2022
Iam highly interested in Achieving Procedural Realism. Is this still being considered or is it no longer?
T3CH
July 17th, 2020
pls do vector displacement, and whats raymarching?
Honestly I'd love to know more about all those topics!
The mathematical background would probably be #2 and ray marching #1
Garry Giomarelli
Aug. 8th, 2020
A realism video would be very valuable. All of the suggested videos sound good though. All those topics would make great videos that would be appreciated
Joshua Merrill
Sept. 3rd, 2020
I would love to see how to use Vector Displacement and more Realism in Procedural Materials.
Chuck Ocheret
Sept. 17th, 2020
Perhaps related to ray marching, I’d love to see a discussion of things like parallax mapping for decals or parallax occlusion mapping for windows.
James Blix
Nov. 28th, 2020
For addendum material, I suggest that more is better, with no fear of being too technical.
Jon Lovac
May 26th, 2022
the baking session would be cool to have!
Johannes Mayrhofer
June 5th, 2022
I would too love to see a video on how to achieve realism with procedual shaders.
G Gibson
June 23rd, 2022
Dear Simon- I would love to see the Baking section. Also Mathematical Background and Achieving Procedural Realism. Thank you for this course!
Geoffrey T. Blackwell
Oct. 1st, 2022
I for one am still quite interested in "VII Baking," as well as the Vector Displacement and Procedural Realism videos, if those are still a possibility.
Albert Campos
Nov. 22nd, 2022
+1 for procedural realism
Andreas Friedel
Aug. 6th, 2020
With procedural shaders you get infinitely resolution, so you can zoom really deep in without getting blocky/blurry results. But you get ugly results if you have to zoom out or be far in the background. Do you talk about solutions for this problem too?
Simon Thommes
Aug. 6th, 2020
*@Andreas Friedel* I am not exactly sure I understand what you mean with 'ugly results when zooming out'.
Due to the fact that you are not bound to tiling for large areas as with photo textures, if anything I would argue the contrary.
But this course contains the fundamental techniques that you can use to accomplish practically anything. Generally the trick is not relying on singular base textures but mixing multiple noises if you want more natural variation. This is something I talk about as well, but the main focus is on the techniques and concepts.
Mário José Marinheiro Duarte
Aug. 10th, 2020
Good afternoon,
i would like to know more achieving procedural realism, because i started working with architectonic visualization.
thank you
Huân Lê-Vương
Sept. 11th, 2020
Can you to make a tutorial about Worley's algorithm "Cellular Texture Basis Function"
*@Huân Lê-Vương* I won't add something specific like this to the course, sorry. But with the concepts from the course and some additional thought, you might be able to pull it off yourself.
As a tip how to set up worley noise: You can define a regular grid of cells on the coordinates and then evaluate the random values of the cell neighbours. And the random values you can use to place dots. The worley noise is then the distance to the closest dot.
But, of course, you can just use the voronoi noise texture node. Setting it up yourself is a nice exercise. But if you just want the result, the voronoi noise is the way to go.
*@Huân Lê-Vương* Soon, a couple of things have thrown me off schedule, as I am mostly working on other projects at the moment, but I am just finishing it off now.
patrik.neunteufel
Nov. 4th, 2020
@Simon Thommes what about Nodevember in Chapter 7?
Huân Lê-Vương
Nov. 15th, 2020
@Simon Thommes I'm still waiting.
Lonnie Hirdman
Oct. 27th, 2020
I would love to see raymarching stuff
cbrehautumw
Nov. 6th, 2020
It would be awesome to have a video on mathematical background!! It's been so long since I've studied math, but I think I would find it exciting to study again in this context
Yen
Nov. 10th, 2020
Clear contents. Nice! It's the best way to learn easier.
a.zukowski
Nov. 11th, 2020
vector Displacement and Ray Marching definitely! -- Thanks very much for this course
Kevin Healy
Dec. 14th, 2020
I am personally interested in photorealism as I intend to create natural materials like planetary landscapes, clouds, and other astronomical objects. Being able to see details that make things photorealistic and then recreating these details would be the most interesting to me of the topics you list in the Addendum ideas.
Jimmy Nolan
Dec. 21st, 2020
Oh my, Ik wil graag Achieving Procedural Realism! PLEASE?.................en een biertje
eugeniop
Dec. 29th, 2020
I'd be interested in all 4. If I had to place them in order of interest, it would be: vector displacement, realism, ray marching, and maths. Thanks!
joab9639
May 24th, 2021
the matematical baackground would be AWESOME
bastien
Nov. 6th, 2021
thank you for the course! very keen on the advanced topics of the addendum, if that is still an option
Vee Cel
March 27th, 2022
I believe that "Math Gives You Wings" so I'm interested in the Mathematical Background
Join to comment publicly.
56 comments
The Mathematical Background and the Achieving Procedural Realism would be very beneficial for advanced topics! Thank you for making this series, I've been looking for a procedural training since I came into awareness of it.
*@bentrainbow484* I'm 100% with you. I'm up for the Mathematical Background and Achieving Procedural Realism. Thanks for the course!
*@zambino.ueca* This is a +2 on the above, and thanks for the course, Simon!
*@Sunny Shadetree* +3 here fro the Mathematical background and Ray Marching
@Markus "Sunny" Shadetree +4 for Mathematical backgrounds and I would also like a look at baking for a game engine. Curious about telex density and how that all works with the procedural workflow.
Thank you for this course!
It would be really nice if you could so a few videos about Vector Displacement and Ray Marching! Thanks for the series! :D
*@Devanshu Tak* I had the same thought, particularly about ray-marching. So if that question mark after Addendum means something like "depends on demand" then here's my vote for it. :)
*@Devanshu Tak* +1
*@Devanshu Tak* Yeah, I also vote for Vector Displacement and also for achieving realism.
Mathematical Background at least in part, would be helpful. Given so much of this revolves around vectors, it starts to feel like a bag of tricks if you don't see how all the linear algebra fits in to why combinations of vectors do this or that in a visual way.
Mathematical background would be definitely very helpful. Vector displacement, and ray-marching (but this last one is more out of curiosity than true interest) have my vote too! This series looks really good, thanks a lot for it :)
Would like to see clouds, water, and natural phenomena. (Especially clouds) :D
I find vector displacement the least interesting out of the addendum, due to the fact that I jave ZERO idea where they would use it in production. If anyone knows use cases where it was favourable to use it please educate me. So Math, Proc Real, and Ray Marching get my vote.
*@Adam Yoohasz* There's Vector Displacement Brushes in ZBrush. Not that this is directly applicable in Blender, but I could see it's use for convex -> concave decal work where normal+displacement doesn't quite work. However, I mostly agree, largely a niche case that's "neat" if not used specifically as a tool.
I would love to see a video on how to achieve realism with procedual shaders.
I would really enjoy the mathematical background, also a specific video on stylized procedural scenes
I would love some videos about the Mathematical Background, everything feels a bit too "magic" without the proper knowledge. I just started the series and it seems really promising, keep up the good work
Vote to All Addendums please
I would be very interested in a video on the Mathematical Background! Ray-Marching sounds interesting too
mathematical background and achieving procedural realism please :)
Mathematical Background would be great to have.
Please get them extra topics included, all sound fantastic! <3
Iam highly interested in Achieving Procedural Realism. Is this still being considered or is it no longer?
pls do vector displacement, and whats raymarching?
*@hasysler* ray-marching is a technique that can be used to fake depth and do some other cool things. I used it on the settlers project for example: https://cloud.blender.org/p/settlers/5e863d958f0b5df3d84def37
Honestly I'd love to know more about all those topics! The mathematical background would probably be #2 and ray marching #1
A realism video would be very valuable. All of the suggested videos sound good though. All those topics would make great videos that would be appreciated
I would love to see how to use Vector Displacement and more Realism in Procedural Materials.
Perhaps related to ray marching, I’d love to see a discussion of things like parallax mapping for decals or parallax occlusion mapping for windows.
For addendum material, I suggest that more is better, with no fear of being too technical.
the baking session would be cool to have!
I would too love to see a video on how to achieve realism with procedual shaders.
Dear Simon- I would love to see the Baking section. Also Mathematical Background and Achieving Procedural Realism. Thank you for this course!
I for one am still quite interested in "VII Baking," as well as the Vector Displacement and Procedural Realism videos, if those are still a possibility.
+1 for procedural realism
With procedural shaders you get infinitely resolution, so you can zoom really deep in without getting blocky/blurry results. But you get ugly results if you have to zoom out or be far in the background. Do you talk about solutions for this problem too?
*@Andreas Friedel* I am not exactly sure I understand what you mean with 'ugly results when zooming out'. Due to the fact that you are not bound to tiling for large areas as with photo textures, if anything I would argue the contrary.
But this course contains the fundamental techniques that you can use to accomplish practically anything. Generally the trick is not relying on singular base textures but mixing multiple noises if you want more natural variation. This is something I talk about as well, but the main focus is on the techniques and concepts.
Good afternoon, i would like to know more achieving procedural realism, because i started working with architectonic visualization. thank you
Can you to make a tutorial about Worley's algorithm "Cellular Texture Basis Function"
Resource: http://www.rhythmiccanvas.com/research/papers/worley.pdf
I think it's very helpful for procedural shader.
*@Huân Lê-Vương* I won't add something specific like this to the course, sorry. But with the concepts from the course and some additional thought, you might be able to pull it off yourself.
As a tip how to set up worley noise: You can define a regular grid of cells on the coordinates and then evaluate the random values of the cell neighbours. And the random values you can use to place dots. The worley noise is then the distance to the closest dot.
But, of course, you can just use the voronoi noise texture node. Setting it up yourself is a nice exercise. But if you just want the result, the voronoi noise is the way to go.
*@Simon Thommes* Thanks. I hope the voronoi node add a feature like this: https://blenderartists.org/t/how-to-animate-the-cells-in-voronoi-texture/1251915/7?u=lehuan5062
When will we have chapter 7?
*@Huân Lê-Vương* Soon, a couple of things have thrown me off schedule, as I am mostly working on other projects at the moment, but I am just finishing it off now.
@Simon Thommes what about Nodevember in Chapter 7?
@Simon Thommes I'm still waiting.
I would love to see raymarching stuff
It would be awesome to have a video on mathematical background!! It's been so long since I've studied math, but I think I would find it exciting to study again in this context
Clear contents. Nice! It's the best way to learn easier.
vector Displacement and Ray Marching definitely! -- Thanks very much for this course
I am personally interested in photorealism as I intend to create natural materials like planetary landscapes, clouds, and other astronomical objects. Being able to see details that make things photorealistic and then recreating these details would be the most interesting to me of the topics you list in the Addendum ideas.
Oh my, Ik wil graag Achieving Procedural Realism! PLEASE?.................en een biertje
I'd be interested in all 4. If I had to place them in order of interest, it would be: vector displacement, realism, ray marching, and maths. Thanks!
the matematical baackground would be AWESOME
thank you for the course! very keen on the advanced topics of the addendum, if that is still an option
I believe that "Math Gives You Wings" so I'm interested in the Mathematical Background
Mathematical Background sill wating thank you~