Films Training Blog
Pipeline and Tools Characters
Pipeline and Tools Characters
search Login Join
favorite

Development Fund

Support Blender Core Development with a monthly contribution.

theaters

Blender Studio

The creators who share. Access production content and knowledge from the Open Movies.

code

Blender Developer Blog

Latest news and updates on Blender development.

people

Get Involved

Join the community and help with design, development, docs and more.

bar_chart

Open Data

A platform to collect and display the Blender Benchmark results.

menu_book

Blender Docs

Documentation on Blender's features, tools and API.

Blender Conference

The yearly event that brings together the Blender community in one place.

download

Get Blender

Download the latest Blender version, or try the beta!

Films
Training
Blog
Pipeline and Tools
Characters
Search
Login
Join

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

You need to login to view this content

You can join Blender Studio for €11.50/month and get access to all of our training & film content instantly!

Login Join Blender Studio

Introduction

Content Overview

9th July 2020

info License: CC-BY
flag Report Problem

Published by

Simon Thommes

content-overview.png

55 Comments

Join to comment publicly.

Markus "Sunny" Shadetree

22nd July 2020 - 21:04

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

28th July 2020 - 01:00

*@bentrainbow484* I'm 100% with you. I'm up for the Mathematical Background and Achieving Procedural Realism. Thanks for the course!

Arturo J. Real

14th October 2020 - 03:18

*@zambino.ueca* This is a +2 on the above, and thanks for the course, Simon!

Show more replies

Ahmed Barakat

15th October 2020 - 02:05

*@Sunny Shadetree* +3 here fro the Mathematical background and Ray Marching

Devanshu Tak

14th July 2020 - 18:50

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

15th July 2020 - 03:13

*@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. :)

Show more replies

Anoop A K

18th August 2020 - 08:24

*@Devanshu Tak* +1

Daniel Hinnerkopf

15th October 2020 - 17:38

*@Devanshu Tak* Yeah, I also vote for Vector Displacement and also for achieving realism.

jupiter.station.co

15th July 2020 - 17:11

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

30th July 2020 - 11:23

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

15th July 2020 - 04:39

Would like to see clouds, water, and natural phenomena. (Especially clouds) :D

Adam Yoohasz

15th July 2020 - 10:01

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

15th July 2020 - 17:09

*@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

31st July 2020 - 12:35

I would love to see a video on how to achieve realism with procedual shaders.

jhonatansilva31415

16th August 2020 - 17:49

I would really enjoy the mathematical background, also a specific video on stylized procedural scenes

quentin.choulet

14th August 2020 - 16:55

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

7th October 2020 - 12:10

Vote to All Addendums please

mathiasriedel12

3rd November 2020 - 17:39

I would be very interested in a video on the Mathematical Background! Ray-Marching sounds interesting too

altieresdelsent

16th August 2020 - 15:17

mathematical background and achieving procedural realism please :)

Shikher Pandey

22nd August 2020 - 10:27

Mathematical Background would be great to have.

jamesrossbond

23rd October 2020 - 13:29

Please get them extra topics included, all sound fantastic! <3

jan laub

9th November 2022 - 14:22

Iam highly interested in Achieving Procedural Realism. Is this still being considered or is it no longer?

T3CH

17th July 2020 - 18:18

pls do vector displacement, and whats raymarching?

Simon Thommes

17th July 2020 - 19:17

*@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

Oliver Iliffe

1st August 2020 - 00:02

Honestly I'd love to know more about all those topics! The mathematical background would probably be #2 and ray marching #1

Garry Giomarelli

8th August 2020 - 11:54

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

3rd September 2020 - 23:50

I would love to see how to use Vector Displacement and more Realism in Procedural Materials.

Chuck Ocheret

17th September 2020 - 20:26

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

28th November 2020 - 18:13

For addendum material, I suggest that more is better, with no fear of being too technical.

Jon Lovac

26th May 2022 - 09:53

the baking session would be cool to have!

Johannes Mayrhofer

5th June 2022 - 18:06

I would too love to see a video on how to achieve realism with procedual shaders.

G Gibson

23rd June 2022 - 00:58

Dear Simon- I would love to see the Baking section. Also Mathematical Background and Achieving Procedural Realism. Thank you for this course!

Albert Campos

22nd November 2022 - 05:39

+1 for procedural realism

Andreas Friedel

6th August 2020 - 09:40

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

6th August 2020 - 10:24

*@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

10th August 2020 - 20:15

Good afternoon, i would like to know more achieving procedural realism, because i started working with architectonic visualization. thank you

Huân Lê-Vương

11th September 2020 - 11:19

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.

Simon Thommes

14th September 2020 - 10:57

*@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

2nd October 2020 - 03:14

*@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

Huân Lê-Vương

2nd October 2020 - 03:16

When will we have chapter 7?

Simon Thommes

5th October 2020 - 10:06

*@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

4th November 2020 - 14:48

@Simon Thommes what about Nodevember in Chapter 7?

Huân Lê-Vương

15th November 2020 - 08:33

@Simon Thommes I'm still waiting.

Lonnie Hirdman

27th October 2020 - 16:43

I would love to see raymarching stuff

cbrehautumw

6th November 2020 - 02:20

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

10th November 2020 - 11:21

Clear contents. Nice! It's the best way to learn easier.

a.zukowski

11th November 2020 - 21:30

vector Displacement and Ray Marching definitely! -- Thanks very much for this course

Kevin Healy

14th December 2020 - 06:27

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

21st December 2020 - 13:59

Oh my, Ik wil graag Achieving Procedural Realism! PLEASE?.................en een biertje

eugeniop

29th December 2020 - 21:27

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

24th May 2021 - 18:51

the matematical baackground would be AWESOME

bastien

6th November 2021 - 18:26

thank you for the course! very keen on the advanced topics of the addendum, if that is still an option

Vee Cel

27th March 2022 - 03:49

I believe that "Math Gives You Wings" so I'm interested in the Mathematical Background

John Ko

19th June 2022 - 19:11

Mathematical Background sill wating thank you~

Geoffrey T. Blackwell

1st October 2022 - 17:36

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.

Blender Studio

The Creators Who Share.

Facebook Logo Twitter Logo YouTube Logo
  • Films
  • Blog
  • Training
Pipeline and Tools
  • Cloud Rig
  • Blender Kitsu
  • Contact Sheet Add-on
  • Blender Purge
  • Blender Cloud Services
Characters
  • Einar
  • Security Bot
  • Huginn
  • Pack Bot
Studio
  • Terms & Conditions
  • Privacy Policy
  • Contact
  • Remixing Music
  • Blender.org
Loading...