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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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Files & Tools

Visualization (Chapter 1-4): Value Graph

July 9th, 2020

info License: CC-BY
Report Problem
Simon Thommes
Simon Thommes Publisher

3D Graph to analyze the value of texture maps Introduced in Chapter 1.4

Let me give you a quick breakdown of how the file works:

If you go into solid view, you can see that the scene consists of a whole bunch of intersecting planes.

img1.png

Those have a shader that samples the texture's value from the XY-coordinates and mixes between transparency and emission by comparing the Z-coordinate to the value of the texture.

img5.png

So a single one of these planes shows a simple line of the profile at the plane's position.

img2.png

All together they create the whole graph by using a grid of planes.

img3.png
img4.png

Join to comment publicly.

17 comments

Jonathan Walsh
Jonathan Walsh Aug. 20th, 2020

Mate...this is the real in depth Blender learning, great stuff, many thanks.

Johnny "Brain Blast" Quasar
Johnny "Brain Blast" Quasar Sept. 30th, 2020

Super thanks to you Simon! Visuals that let you see "behind the scenes", so to speak, definitely helps me understand an otherwise complex system.

Riccardo Gagliarducci
Riccardo Gagliarducci Dec. 7th, 2020

I think this tools should be a standard debug tools in Blender! Not being able to visualize the output of a node is like programming without error codes or others utilities.

Huân Lê-Vương
Huân Lê-Vương Aug. 17th, 2020

i used this file for better understanding the workflow example 1. very helpful!

Simon Thommes
Simon Thommes Aug. 17th, 2020

*@Huân Lê-Vương* Perfect, that's what I made it for as well! I'm glad it helps :)

Leslie Solorzano
Leslie Solorzano Oct. 31st, 2020

Super smart! This is very useful to visualize how textures that say 3D and 4D work in a more intuitive way

Gary Brimer
Gary Brimer July 2nd, 2022

Just a note as I start into this, all of the example files come up with Risky Connection and Virus warnings from McAfee. Might be something to look into.

shmuel lowenbraun
shmuel lowenbraun Nov. 20th, 2022

@Gary Brimer  have the same problem

Albert Campos
Albert Campos Dec. 5th, 2022

love this one

papertripping
papertripping July 19th, 2020

Hey Simon- Could you please show us how you made this .blend file? I think it'll help me better understand this course. Thanks! :)

Simon Thommes
Simon Thommes July 21st, 2020

*@papertripping* Hey, to be honest, I don't think it adds a lot if I would make a separate video about this. But I added a quick breakdown to the description :)

Show more replies
Huân Lê-Vương
Huân Lê-Vương Aug. 8th, 2020

*@papertripping* the node trees look intimidating :V it was easier in C4D for me with the clone system but i will have to adapt to the shading in blender.

Simon Thommes
Simon Thommes Aug. 8th, 2020

*@Huân Lê-Vương* I made this file a while back when the nodes were much more limited and I had to use a ton more.

Now the noding system is more convenient to use

fpowerm
fpowerm Jan. 14th, 2021

is there a way to save this tab as a default I can pull up whenever i need? I love these visualizations but have no idea how to setup the perspective in other projects Excellent work btw Simon just going through these again

Simon Thommes
Simon Thommes Jan. 14th, 2021

@fpowerm You can technically add it as a new workspace and scene to your startup file, then every file you create will have it as an option to switch to.

steve kacenjar
steve kacenjar Aug. 10th, 2021

This is moving a bit fast for me.  I tried to reconstruct your first example with noise texture but nothing showed up on my plane. It remained white.  I did notice that you have a ghost-like set of nodes behind the foreground nodes.  I don't know what they do or how to produce them.  Maybe I need to start a more basic course.  This is cool stuff but for me it is going too fast without filling in the spaces.  I might come back to this later after I go through more basic  tutorials.

Domas Astrauskas
Domas Astrauskas Sept. 14th, 2021

@steve kacenjar there are some lectures where you have to use prepared blend files and those files are not easily reproducable (as a programmer I think it is custom blend files)

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