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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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3: Shading Principles

Generating PBR Maps

22nd July 2020

info License: CC-BY
flag Report Problem

Published by

Simon Thommes

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

9 Comments

Join to comment publicly.

Abhirama Gopala Dasa

23rd July 2020 - 14:12

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

Sean Kennedy

25th July 2020 - 00:03

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

Blair Martin

8th August 2020 - 11:13

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. ;)

Michael Schwarz

26th September 2020 - 10:49

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

27th September 2020 - 03:14

*@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.

Simon Thommes

28th September 2020 - 10:44

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

Michael Schwarz

3rd October 2020 - 14:17

*@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

5th October 2020 - 12:56

*@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.

Niels Van Roy

14th August 2020 - 13:58

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

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