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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

Rainy Window (Chapter 6+)

Sept. 4th, 2020

info License: CC-BY
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Simon Thommes
Simon Thommes Publisher

File: EX6-rain.blend

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9 comments

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.

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.. " 😉

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 :)

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.

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