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

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Animation Geometry Nodes Lighting Rendering Rigging Shading
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Wing It!
2023
Charge
2022
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2021
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2019
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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

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Simon Thommes
Simon Thommes Author
License CC-BY
Report Problem
4: Shader Composition

Blending & Masking

Find the example scene with the adapted shaders for the walls and the floor here: https://cloud.blender.org/p/procedural-shading/5f2d40a5a72ef6dc71a8a612

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4 comments
李俊逸
李俊逸
Oct. 27th, 2022

Those nodes, such as operations and vectors, are confusing to connect

李俊逸
李俊逸
Oct. 27th, 2022

@李俊逸 非常难以理解

Huân Lê-Vương
Huân Lê-Vương
Aug. 12th, 2020

I know I've been putting many questions here. Will these blending and masking result can be ported into unreal engine without any loss? Can I "bake" the shaders to actual mesh?

Simon Thommes
Simon Thommes
Aug. 12th, 2020

*@Huân Lê-Vương* You can always bake the PBR maps to use them in other software. That is what the final chapter will be about. Of course that loses the dynamic nature of the procedural shader.

However, Unreal Engine has its own node-based shading system and a lot of the techniques and concepts I am teaching in the course are just as well applicable over there, just with a different coating.

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