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The Shader Editor
Colors, Values & Vectors
Vectors and Pixels
Geometric Dependency - Context Sensitivity
Generating PBR Maps
Blending & Masking
Walls (Chapter 2+)
Wood (Chapter 3+)
Dynamic Walls (Chapter 4+)
Wooden Boards (Chapter 5+)
Fire (Chapter 6+)
Rainy Window (Chapter 6+)
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July 9th, 2020
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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 would love to see a video on how to achieve realism with procedual shaders.
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 really enjoy the mathematical background, also a specific video on stylized procedural scenes
Vote to All Addendums please
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
mathematical background and achieving procedural realism please :)
I would be very interested in a video on the Mathematical Background! Ray-Marching sounds interesting too
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
Mathematical Background would be great to have.
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.
Please get them extra topics included, all sound fantastic! <3
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.
Iam highly interested in Achieving Procedural Realism. Is this still being considered or is it no longer?
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.
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.
Mathematical Background sill wating thank you~
Dear Simon- I would love to see the Baking section. Also Mathematical Background and Achieving Procedural Realism. Thank you for this course!
+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.
i would like to know more achieving procedural realism, because i started working with architectonic visualization.
Can you to make a tutorial about Worley's algorithm "Cellular Texture Basis Function"
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