Seeing more about the mathematical background could be interesting!

Zakaria

Dec. 16th, 2023

i would reeeeeeeeeeaaaaaaaaarrrrrrly apreciate if u talked about the addendum, like all of them, maybe like introduce them on a seperate course, or just put it on this course as a bonus lesson. Thank you very much.

Albert Campos

Nov. 22nd, 2022

+1 for procedural realism

jan laub

Nov. 9th, 2022

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

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.

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!

John Ko

June 19th, 2022

Mathematical Background sill wating thank you~

Johannes Mayrhofer

June 5th, 2022

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

Jon Lovac

May 26th, 2022

the baking session would be cool to have!

Vee Cel

March 27th, 2022

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

bastien

Nov. 6th, 2021

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

joab9639

May 24th, 2021

the matematical baackground would be AWESOME

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!

Jimmy Nolan

Dec. 21st, 2020

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

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.

James Blix

Nov. 28th, 2020

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

a.zukowski

Nov. 11th, 2020

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

Yen

Nov. 10th, 2020

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

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

mathiasriedel12

Nov. 3rd, 2020

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

Lonnie Hirdman

Oct. 27th, 2020

I would love to see raymarching stuff

jamesrossbond

Oct. 23rd, 2020

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

samirako3d

Oct. 7th, 2020

Vote to All Addendums please

Huân Lê-Vương

Oct. 2nd, 2020

When will we have chapter 7?

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.

Huân Lê-Vương

Nov. 15th, 2020

@Simon Thommes I'm still waiting.

patrik.neunteufel

Nov. 4th, 2020

@Simon Thommes what about Nodevember in Chapter 7?

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.

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.

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

Shikher Pandey

Aug. 22nd, 2020

Mathematical Background would be great to have.

jhonatansilva31415

Aug. 16th, 2020

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

altieresdelsent

Aug. 16th, 2020

mathematical background and achieving procedural realism please :)

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

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

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

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.

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

LTSeto

July 31st, 2020

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

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 :)

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

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!

@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!

Ahmed Barakat

Oct. 15th, 2020

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

T3CH

July 17th, 2020

pls do vector displacement, and whats raymarching?

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.

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.

Peter Evans

July 15th, 2020

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

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. :)

Join to comment publicly.

## 58 comments

Seeing more about the mathematical background could be interesting!

i would reeeeeeeeeeaaaaaaaaarrrrrrly apreciate if u talked about the addendum, like all of them, maybe like introduce them on a seperate course, or just put it on this course as a bonus lesson. Thank you very much.

+1 for procedural realism

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

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.

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

Mathematical Background sill wating thank you~

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

the baking session would be cool to have!

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

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

the matematical baackground would be AWESOME

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!

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

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.

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

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

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

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

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

I would love to see raymarching stuff

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

Vote to All Addendums please

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 I'm still waiting.

@Simon Thommes what about Nodevember in Chapter 7?

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.

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=lehuan5062I would love to see how to use Vector Displacement and more Realism in Procedural Materials.

Mathematical Background would be great to have.

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

mathematical background and achieving procedural realism 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

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

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

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.

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

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

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 :)

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!@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!

*

@Sunny Shadetree* +3 here fro the Mathematical background and Ray Marchingpls 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/5e863d958f0b5df3d84def37Mathematical 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.

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

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

@Devanshu Tak* +1