Blender Studio
  • Films
  • Projects
  • Training
  • Characters
  • Tools
  • Blog
  • Join
  • BLENDER.ORG

    • Download

      Get the latest Blender, older versions, or experimental builds.

    • What's New

      Stay up-to-date with the new features in the latest Blender releases.

    LEARNING & RESOURCES

    • Blender Studio

      Access production assets and knowledge from the open movies.

    • Manual

      Documentation on the usage and features in Blender.

    DEVELOPMENT

    • Developers Blog

      Latest development updates, by Blender developers.

    • Documentation

      Guidelines, release notes and development docs.

    • Benchmark

      A platform to collect and share results of the Blender Benchmark.

    • Blender Conference

      The yearly event that brings the community together.

    DONATE

    • Development Fund

      Support core development with a monthly contribution.

    • One-time Donations

      Perform a single donation with more payment options available.

Training Highlights
Stylized Rendering with Brushstrokes
Geometry Nodes from Scratch
Procedural Shading Fundamentals
Stylized Character Workflow

Training types
Course Documentation Production Lesson Workshop

Training categories
Animation Geometry Nodes Lighting Rendering Rigging Shading
Film Highlights
Wing It!
2023
Charge
2022
Sprite Fright
2021
Spring
2019
Project Highlights
Project DogWalk
Interactive
Gold
Showcase
BCON24 Identity
Showcase
Fighting with Grease Pencil
Article
Course
Procedural Shading: Fundamentals and Beyond
Introduction
  1. 01

    Introduction

    Free
  2. 02

    Definition

  3. 03

    Content Overview

  4. 04

    The Shader Editor

1: Fundamentals
  1. 01

    Colors, Values & Vectors

  2. 02

    Vectors and Pixels

  3. 03

    Coordinate Types

  4. 04

    Value Control

2: Procedural Textures
  1. 01

    Noise Textures

  2. 02

    Shape Control

  3. 03

    Repetition

  4. 04

    Texture Composition

  5. 05

    Space Manipulation

3: Shading Principles
  1. 01

    PBR

  2. 02

    Geometric Dependency - Context Sensitivity

  3. 03

    Generating PBR Maps

4: Shader Composition
  1. 01

    Blending & Masking

  2. 02

    Randomization

  3. 03

    Semi-Procedural Workflow

  4. 04

    Volumetric Shaders

5: Modular Setup
  1. 01

    Parametrization

  2. 02

    Nodegroups

6: Automation
  1. 01

    Drivers

  2. 02

    Animation

Workflow Examples
  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
  1. Example Scene
  2. Example Scene - Simplified Free
  3. Visualization (Chapter 1-4): Value Graph
  4. Visualization (Chapter 2-5): Space Origami
  5. Example Shader (Chapter 3-1): Rock
  6. Example Shader (Chapter 4-1): Dilapidated Cube Scene
  7. Example Shader (Chapter 4-3): Image Texture De-Tiling
  8. Example Shader (Chapter 4-3): Semi-Procedural Fishbones Boards
  9. Example Shader (Chapter 4-4): Procedural Volumetric Clouds

Login to view this content

Join Blender Studio for just €11.50/month and get instant access to all of our training and film assets!

Login Join Blender Studio
Simon Thommes
Simon Thommes Author
License CC-BY
Report Problem
3: Shading Principles

Generating PBR Maps

The example shader of the rocky Suzanne can be downloaded here: https://cloud.blender.org/p/procedural-shading/5f18164e801081e557547c25

Join to leave a comment.

11 comments
Sabine Freyer
Sabine Freyer
Nov. 18th, 2023

Hi, what is with the Specular Map? Some people only invert the roughness Map to get a Secular Map, but I think that's not right. I create seemless Textures for a virtual World Game and they use only 3 Layers. 1. Color is already combined with Diffuse and AO, 2. NormalMap 3. SpecularMap. I see no baking Type for Specular Map. What is the right Way to get one?

Simon Thommes
Simon Thommes
Nov. 20th, 2023

@Sabine Freyer It depends on the shading model you go for. The most established for realism is to not use a specular map but just the roughness instead. The amount of specularity is then just dependant on the IOR of the material. It can still be useful to modify this regardless for art direction.

But that means there is no accurate way to get a specular map out of a roughness map since they are different things. I would try incerting is and adjusting the levels until it looks right under different lighting conditions.

Michael Schwarz
Michael Schwarz
Sept. 26th, 2020

At 08:46 and following: What kind of view is that on the left side of the window? I'm not able to reproduce this. I assumed that' the plane object. But why does it change its shape by changing the RGB curves? I tried to reproduce this but I only get changes in the grey scale of the plane object when I change the RGB curves. The plane itsself doesn't change as in the video. Please advice

Blair Martin
Blair Martin
Sept. 27th, 2020

*@Michael Schwarz* Assuming your nodes exactly match what's in the video...you need to be in Cycles render preview mode. Material Properties>Settings>Surface>Displacement should be set to Displacement and Bump OR Displacement Only. And your plane needs a good amount of geometry by way of manual subdividing and/or a Subdivision Surface modifier. I'd also suggest not messing with with the plane's scale just to eliminate a variable. This stuff was covered in some previous lessons...might want to go back and rewatch some things.

Michael Schwarz
Michael Schwarz
Oct. 3rd, 2020

*@Blair Martin* Thanks a lot. Render engine cycles and the render preview mode did the trick. For a beginner it is a bit difficult to understand the differences between the render engines. With evee you have just a plane with cycles you have a curved plane. That means if you like to set up a scene you'll have to decide in advance with which render engine you are going to manage the output. The workflow to create the scene would be different depending an the render engine you are working with.

Simon Thommes
Simon Thommes
Oct. 5th, 2020

*@Michael Schwarz* Yes, correct. The only way to do displacement in Eevee currently is to use the displace modifier on the mesh. But for this you cannot use the shader nodes, you have to use a texture, like a baked image. I will go over baking in the final chapter.

Simon Thommes
Simon Thommes
Sept. 28th, 2020

*@Blair Martin* Yes, that's correct, thanks for clarifying!

Niels Van Roy
Niels Van Roy
Aug. 14th, 2020

09:35 casually throwing a lesser key of Solomon sigil in there

Blair Martin
Blair Martin
Aug. 8th, 2020

I'm trying not to get jealous of people learning this stuff through these videos while I had to scrape and claw my way there using multiple sources of wildly varying quality. ;)

Sean Kennedy
Sean Kennedy
July 25th, 2020

Awesome! I wanted to make every shader you were using as a demo in this video!

Abhirama Gopala Dasa
Abhirama Gopala Dasa
July 23rd, 2020

Amazing....! I understood so many things.... Thanks

Films Projects Training Blog Blender Studio for Teams
Pipeline and Tools
  • CloudRig
  • Blender Kitsu
  • Brushstroke Tools Add-on
  • Blender Studio Extensions
Characters
  • Mikassa
  • Whale
  • Ballan Wrasse
  • Snow
Studio
  • Terms & Conditions
  • Privacy Policy
  • Contact
  • Remixing Music
Blender Studio

The creators who share.

Artistic freedom starts with Blender The Free and Open Source 3D Creation Suite