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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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Workflow Examples

Fire (Chapter 6+)

4th September 2020

info License: CC-BY
flag Report Problem

Published by

Simon Thommes

File EX5-fire.blend

11 Comments

Join to comment publicly.

Andreas Friedel

8th September 2020 - 12:41

Awesome!

Huân Lê-Vương

8th September 2020 - 11:36

Is it normal if my volumetric cube keep animating even I haven't added any time manipulation to it yet?

(Ignore this. It's because of the noise).

dean

10th September 2020 - 07:14

This is incredible, I wonder if it's possible to create a procedural node based explosion without requiring baking.

Huân Lê-Vương

10th September 2020 - 07:48

*@dean* He uploaded an explosion example in Chapter 4-4

Simon Thommes

10th September 2020 - 11:51

*@Huân Lê-Vương* That example was to show baked simulations, it's not just a procedural shader!

Technically you could do something similar with nodes, but it would be much more difficult than this simple fire and would probably never look as good as actual simulation.

But if you want something more stylized then it might be a valid option.

Huân Lê-Vương

10th September 2020 - 12:05

*@Simon Thommes* oh sorry!

Aron

22nd October 2020 - 19:25

How power stretch vector space? add,substract and scale is intuitive how vector sapce manipulate.
(0~1,0) + (1,0)= (0~2,0) is just move (0~1,0) x (4,0) =(0~4,0)is just scale but 0~1 to power of 2 , 1 is 1 and 0,x is less then 1. I can't associate it to stretch the vector
what difference between scale the vector and stretch the vector?

I'm not good at eng but i hope this question delivered well :)

Huân Lê-Vương

23rd October 2020 - 07:28

*@Aron* scale is "linear". power isn't linear. when scaling, the vector remain the same "shape" of it, just "bigger"/"smaller". power is we multiply the value to itself multiple time, imagine each coordinate will be scaled in a different way than the others may result in stretching the vector.

Aron

23rd October 2020 - 17:20

*@Huân Lê-Vương* oh thanks for answer my question. 0~0.1 to power of 2 is 0~0.01 so 0~0.1 value range get shorter but 0.9~1 to power of 2 is 0.81~1 so 0.9~1 value range get longer , generally 0~1 value range is stretched lengthen. so top of fire animation is fatster then bottom is it correct?

Huân Lê-Vương

24th October 2020 - 14:34

*@Aron* for example, we create a plane. we take X value of the Generated. on the graph, the function of X is y=x with the limit from 0 to 1.

We power the value of X with the exponent of 2. now the function is y=x^2. limit from 0^2 to 1^2. the value still goes from 0 to 1 but look at the graph, it's stretched.

to see how it's stretched, just separate the y=x^2 into 10 steps of 0.1 using a snap operation (add a math node, change to snap, increment 0.1)

in the graph, as you mention above, at the first step of 0.1, y=0.1^2=0.01. so when x goes from 0 to 0.1, y only goes from 0 to 0.01.

At the last step 0.9 to 1, you see from 0.9^2 to 1^2 is 0.19. so the y goes 19 time faster than it does at the first step.

Aron

24th October 2020 - 15:02

*@Huân Lê-Vương* great! thank you to solve my question!

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