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The Shader Editor
Colors, Values & Vectors
Vectors and Pixels
Geometric Dependency - Context Sensitivity
Generating PBR Maps
Blending & Masking
Walls (Chapter 2+)
Wood (Chapter 3+)
Dynamic Walls (Chapter 4+)
Wooden Boards (Chapter 5+)
Fire (Chapter 6+)
Rainy Window (Chapter 6+)
Example Scene - Simplified
Visualization (Chapter 1-4): Value Graph
Visualization (Chapter 2-5): Space Origami
Example Shader (Chapter 3-1): Rock
Example Shader (Chapter 4-1): Dilapidated Cube Scene
Example Shader (Chapter 4-3): Image Texture De-Tiling
Example Shader (Chapter 4-3): Semi-Procedural Fishbones Boards
Example Shader (Chapter 4-4): Procedural Volumetric Clouds
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4: Shader Composition
7th August 2020
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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12th August 2020 - 17:39
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?
12th August 2020 - 18:00
*@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.