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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

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Simon Thommes
Simon Thommes Author
License CC-BY
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Workflow Examples

Rainy Window (Chapter 6+)

File:

Blender File · 2.2 MB · CC-BY EX6-rain.blend
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9 comments
Marc Hopkins
Marc Hopkins
April 20th, 2021

Trough out this great series it really showed the power of procedural processes. I think at least for me I will have to have set goals in doing the procedural process, it seems to easy to get caught up in "OHH I can try this!.. and this... and this.. " 😉

Mateusz Różalski
Mateusz Różalski
Feb. 27th, 2021

I really can't wait for chapter about baking.... I tried to bake my meshes for unity few times but I really struggle. Especially with object that have multiple material slots and and uses transmission. Some materials comes really dark others completly black. But overall this is one of the best blender courses I have ever watched.

Aron
Aron
Oct. 28th, 2020

at 04:19 fraction with y component , why it have 3 line?

Aron
Aron
Oct. 28th, 2020

@Aron I know object value is -1~1 , so fraction make 2 line (-1~0, 0~1) but at that point why the object value seems  -1.5 ~ 1.5 ?

Simon Thommes
Simon Thommes
Nov. 12th, 2020

@Aron That is simply because the object that I am using is not simply a default plane but it is scaled in edit mode to the size of the window.

Kevin Tatar
Kevin Tatar
Sept. 22nd, 2020

Hey Simon. I love the course so far. Ihave just started though but i‘d love to see you explaining the full scene. Like the pillows, the cat, the „home sweet home“-frame. I just think that examples are always the best way to fully understand a topic. I know that this is a huge request and i know it‘s a lot of work but i think every blendercloud user would highly appreciate if you could show how you made the entire scen step by step. In case you can‘t, i fully understand, time is limited. Thanks for the course though, it got me quite hyped. I‘m still a little lost in all the knowledge you offer but i guess practice makes perfect!

Simon Thommes
Simon Thommes
Sept. 23rd, 2020

*@Kevin Tatar* Hi Kevin, I'm glad you are enjoying the course. The idea with structuring the course like this was to have a more fundamental and concise series of videos that pack a lot of information and can be looked up efficiently to learn about very specific things.

And then to support that also with a series of more slowly paced workflow examples that reiterate and exemplify the learned in a practical way. But that only for a selection of shaders that illustrate each a certain topic of what was explained in the main video series, to give a broad picture of different examples.

So not doing the course in a way that I simply explain the example scene step by step was a conscious decision in the beginning. It is actually much more work to produce it this way instead but also adds a lot of value, in my opinion. Pretty much all the knowledge that I used to create the scene is packed in the course already as it is. Doing a breakdown of all shaders in the scene on top of that is just not feasible, even though I understand that it would be useful to see more iteration of examples and I agree, it would be nice to have additionally. But I think with the 6 workflow examples the most interesting shaders and a lost of techniques are already covered.

I hope this sheds some light on the situation and I agree, practice is the best way to learn :)

Kevin Tatar
Kevin Tatar
Sept. 23rd, 2020

*@Simon Thommes* Yeah i was also thinking today that i could simply take the entire example scene and kind of "debug" your shaders to really understand them. I got a lot farther today by rewatching some videos and i will definitely try to debug the shaders of the finished scene. Thanks again for the huge effort and the great structure of the course! Blender is amazing and the possibilities even more. I have a big journey ahead of me but it's nice to see that the blender community is like a big family.

Simon Thommes
Simon Thommes
Sept. 23rd, 2020

*@Kevin Tatar* Awesome to hear! Best of luck :)

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