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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

The Shader Editor

9th July 2020

info License: CC-BY
flag Report Problem

Published by

Simon Thommes

14 Comments

Join to comment publicly.

Adrian Wegmann

16th August 2020 - 07:19

Oh wow... that just gave me a BOATLOAD of insights....

Every time I see something like this, I wonder what I did the last months learning Blender.

--> "M" for temporary disabling nodes

Huân Lê-Vương

6th August 2020 - 11:53

hello, I don't have the viewer node in the shader editor after enabling the wrangler addon. ctrl + shift + left click only assign the clicked node to the material output.

Huân Lê-Vương

6th August 2020 - 11:55

(deleted)

Show more replies

Simon Thommes

6th August 2020 - 12:48

*@Huân Lê-Vương* If the selected node is a shader node, it has to be connected to the output directly, otherwise the node wrangler should automatically create the viewer node. But since Blender 2.8 you can also directly connect a color/value/etc to the material output.

Huân Lê-Vương

7th August 2020 - 03:35

*@Simon Thommes* thanks!

Huân Lê-Vương

28th August 2020 - 06:14

Hello,

I know it's late to ask but how can I make the object which I'm working on the only object that shows on the viewer, so Blender won't have to load other shaders?

Simon Thommes

28th August 2020 - 10:46

*@Huân Lê-Vương* You can switch into local view by pressing numpad /

https://docs.blender.org/manual/en/latest/editors/3dview/navigate/views.html

That shows you only the selected objects. You have to keep in mind that this does not automatically include light sources, though

Huân Lê-Vương

28th August 2020 - 15:09

*@Simon Thommes* thanks.

Karen Trevino

4th September 2020 - 01:00

I noticed that ctrl + shift+ click no longer adds a viewer node to view but it does isolate the node in Material Output.

Huân Lê-Vương

4th September 2020 - 05:47

*@Karen Trevino* in 2.9?

i'm still using 2.83. if the node is a shader node, ctrl shift click will connect it directly to the output. for other types of node, it will connect the node to the viewer node (emission).

Simon Thommes

4th September 2020 - 10:58

*@Huân Lê-Vương* Yes, this is how it is supposed to work. The viewer node is just an emission shader, so it is only needed to display non-shader types. But for a while now, Blender also supports plugging color outputs directly into the output node.

<deleted>

12th September 2020 - 13:47

Hi hi, am an old (78 years old) Blender user (in geodesic domes still to be seen as PKHG ;-) ). Using sinds a few days Blender 2.9. How to get your starting Blender Window. I am missing that . What I saw up to now, it looks great!

Procedural stuff is my hobby (lately in Python Notebooks) so your course (though not neede at this moment) looks just very nice.

One remark, I was looking at Sybrens course and WHAT I love very much to see nearly always Sybren in a circle talken. VERY good idea in Covid-19 time.

delete Delete

Simon Thommes

14th September 2020 - 10:45

*@Peter K.H. Gragert* That is great! Nice to hear, you are getting into procedural shading :)

I am not sure I know what you are referring to with starting Blender Window.

After 1:17 I start with a default startup scene that is just slightly adjusted from the default one. You can set a custom startup layout in Blender under File -&gt; Defaults -&gt; Save Startup File. Looking back at it now, I should have started with the default startup scene.

About the face camera: I see what you mean! It is a matter of preference. When I was to deciding to leave it out, I thought that it might be too distracting to add it, especially in the more densely packed videos. I could have still done it in the slower workflow examples, but I did not think of that, and now the production of the course is almost finished.

Surajit Pathak

21st February 2021 - 11:37

amazing!

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