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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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Introduction

Content Overview

July 9th, 2020

info License: CC-BY
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Simon Thommes
Simon Thommes Publisher

content-overview.png

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56 comments

Markus "Sunny" Shadetree
Markus "Sunny" Shadetree July 22nd, 2020

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
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
Arturo J. Real Oct. 14th, 2020

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

Show more replies
Ahmed Barakat
Ahmed Barakat Oct. 15th, 2020

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

MeLlamanHokage
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
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
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. :)

Show more replies
Anoop A K
Anoop A K Aug. 18th, 2020

*@Devanshu Tak* +1

Daniel Hinnerkopf
Daniel Hinnerkopf Oct. 15th, 2020

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

jupiter.station.co
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
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
Peter Evans July 15th, 2020

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

Adam Yoohasz
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
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
LTSeto July 31st, 2020

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

jhonatansilva31415
jhonatansilva31415 Aug. 16th, 2020

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

quentin.choulet
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
samirako3d Oct. 7th, 2020

Vote to All Addendums please

mathiasriedel12
mathiasriedel12 Nov. 3rd, 2020

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

altieresdelsent
altieresdelsent Aug. 16th, 2020

mathematical background and achieving procedural realism please :)

Shikher Pandey
Shikher Pandey Aug. 22nd, 2020

Mathematical Background would be great to have.

jamesrossbond
jamesrossbond Oct. 23rd, 2020

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

jan laub
jan laub Nov. 9th, 2022

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

T3CH
T3CH July 17th, 2020

pls do vector displacement, and whats raymarching?

Simon Thommes
Simon Thommes July 17th, 2020

*@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
Oliver Iliffe Aug. 1st, 2020

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

Garry Giomarelli
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
Joshua Merrill Sept. 3rd, 2020

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

Chuck Ocheret
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
James Blix Nov. 28th, 2020

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

Jon Lovac
Jon Lovac May 26th, 2022

the baking session would be cool to have!

Johannes Mayrhofer
Johannes Mayrhofer June 5th, 2022

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

G Gibson
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
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
Albert Campos Nov. 22nd, 2022

+1 for procedural realism

Andreas Friedel
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
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
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
Huân Lê-Vương Sept. 11th, 2020

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
Simon Thommes Sept. 14th, 2020

*@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
Huân Lê-Vương Oct. 2nd, 2020

*@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
Huân Lê-Vương Oct. 2nd, 2020

When will we have chapter 7?

Simon Thommes
Simon Thommes Oct. 5th, 2020

*@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
patrik.neunteufel Nov. 4th, 2020

@Simon Thommes what about Nodevember in Chapter 7?

Huân Lê-Vương
Huân Lê-Vương Nov. 15th, 2020

@Simon Thommes I'm still waiting.

Lonnie Hirdman
Lonnie Hirdman Oct. 27th, 2020

I would love to see raymarching stuff

cbrehautumw
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
Yen Nov. 10th, 2020

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

a.zukowski
a.zukowski Nov. 11th, 2020

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

Kevin Healy
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
Jimmy Nolan Dec. 21st, 2020

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

eugeniop
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
joab9639 May 24th, 2021

the matematical baackground would be AWESOME

bastien
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
Vee Cel March 27th, 2022

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

John Ko
John Ko June 19th, 2022

Mathematical Background sill wating thank you~

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