Procedural Nodes (part 1) - Using simple math to create shapes in Blender
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- Опубліковано 21 лип 2024
- This is a video for people who are already familiar with blender and would like to get into procedural nodes and procedural texturing. I go over a few of the commonly used nodes and walk you through how to create a few basic patterns.
Part 2 - • Procedural Nodes (part...
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Intro: (0:00)
Texture Coordinate Node: (0:27)
Generated Output: (1:05)
UV Output: (4:27)
Object Output: (5:12)
Shape 1: (6:26)
Shape 2: (8:07)
Shape 3: (9:23)
Shape 4: (10:56)
Shape 5: (12:09)
Shape 6: (13:07)
Playing Around: (14:31)
Using Textures as Mix Factors: (17:54)
Outro: (19:24)
Coming here from Default Cube's lessons. He's great. But I barely understand what he's doing. So, here you are.
Let's go.
Thank you!
me too
Me too did this help? Default cubes tutorial were not really great for beginners
@@sauravprashar its help a lot
How does one get 0:43 node Wrangler viewer into the shader editor?
It is enabled in my add-ons but for the life of me I search and can find nothing! What do I search for?
Blender 4.1
Hey Dad! Keep it going! This man taught me everything i know..
Thanks Torch!
Wow. Good to have dad like him.
@@vigneshvembar936 I know you from twitter
I will send everyone here who's just starting out with procedural shaders because this is a great introduction to math with texture coordinates, and it can never hurt to actually understand how things work under the hood. There are a gazillion "tutorials" that say "just experiment" about procedural nodes, and I am so tired of that. Nothing wrong with experimenting, but it's ever so much better to do so when one is informed about the basic workings, otherwise one just gropes around in the dark. Thank you! Fortunately my algebra was good enough to grok this.
Thanks very much!
How can we get your material?
Shape 1: Linear relation - 6:26
y > mx - k
Shape 2: Parabola - 8:07
y > a(x-h)^2 - k
Shape 4: Circle - 10:56
y > (x-h)^2 + (y-k)^2
Shape 5: Diamond (rhomboid) - 12:09
|x-h| + |y-k| < r
Shape 6: Eye\Leaf- 13:07
Eye: (ax-h)^2 + |by-k| < r
Leaf: |ax-h| + (by-k)^2 < r
This channel has crazy consistency. Videos from part 1 to part 66 were made over a year. It's such a surprise.
These tutorials are huuuuge! I really appreciate the pacing and easy language you're using to explain everything.
Happy to hear! Feel free to ask me questions if you have them
I've watched a ton of blender node tutorials but yours are by far the best Sam.
That's very kind thank you!
This is brilliant! I never thought to try to replicate actual math formulas in the shader editor. I immediately made a circle after you showed y=x and almost jumped out my chair when it worked
Great to hear! I had a similar reaction when I found out too.
Excellent! Looking foward to watching the series
Thanks for this excellent tutorial. It is clear, concise and well organized. You did an awesome job of breaking down math nodes and made them less esoteric. I really enjoyed seeing the end and how these textures can be applied as mix factors for shaders. I look forward to watching more from this series of videos.
Glad you found it helpful
can i just take a moment to appreciate the fct that you uploaded this for free i mean this is the content we need but dont deserve
This was fantastic! One of the best tutorials on procedural shaders I've seen. Thank you!
Thank you for this amazing tutorial. I finally understand how to use math nodes to create variety of different shapes.
This is amazing! I've been looking for something like this.. I look forward to watching the rest of the series!
Dude WHOA I am so glad I watched this tutorial. I sort of understood nodes a little here and there watching various tutorials.
But holy crap watching this just... awakened me a bit!! So many things started clicking!
Few hours later and I ended up creating most of what will be a procedural helipad texture using some of these shapes as alphas. I'm so excited with how good its coming along!!
Thank you so much! :D
That's awesome, glad to hear!
Very precious tutorials on procedural texture making! Thanks!
This is the series of videos I've always wanted to find ^0^
Thanks, explained bit by bit and nicely. Keep it up Sam Bowman. Thanks ones again.
You're very welcome!
this morning I returned to tut#1. Refreshing on how to shape and place my black and white area - applying it to transparency for this animated 2D background object. Worked out exactly like i needed it to. My efficiency to effectiveness ratio is so good on this scene element. I’m going to give myself a raise. Thanks for all these lessons. Real deal fundamentals that appreciate over time.
Thanks man, glad to hear!
thanks a lot for such an awesome introduction to procedural textures on blender.
My God, this channel is such a gem!
I'm gonna watch this tomorrow but just by listening to the first few seconds, I know it's gonna be a good one
And your whole channel looks so good too, I'm surprised I haven't found it yet!
i kinda understand little bit after learning some math and came back here to watch this video again i watched this 5 more times and i got something thanks man
You should have a million subscribers - one of THE best tutorials on UA-cam covering Blender. Going to do every single one of yours ♥
Thanks very much!
Wow. This is an incredible tutorial series.
Thanks very much!
This is the BEST PROCEDURAL VIDEO ON THE PLANET!!!! Best one I HAVE EVER SEEEEN
Thanks very much, glad you found it helpful!
You are the most detailed tutorial I have ever seen. thanks for sharing
Happy to help
The algorithm finally saved the day. Great channel!
Thanks very much!
Thank you for making this video, I had been searching half the day for how to do this sort of operation. Came for the parabolas, stayed for the rest :)
Great to hear, happy to help
thank you soooo much! so useful and i always come back to it
For anyone who's curious,the normal is the vector perpendicular to a face,so if you were to pass it into the separate rgb node,red would give white if the normal of that face is pointing twords positive on the x axis, and black if it's pointing twords negative in the x axis, and so on for each axis/color.
For sure, thanks for the explanation. I have since learned what it does but you explained it really well. Cheers!
thanks for this. it gives the fundamentals you need to properly understand what you're working with. because of this i was able to make a triangle by intersecting 3 linear graphs and calculate the area inside.
Perfect, nice work extrapolating
Brillant explanation 👍 Subscribed immediately.
Came back to say thanx for the entire course
You're welcome, happy to help
This is much buch better than default cube. Fantastic!
Glad you found it helpful!
Amazing tutorial!
excellent this was exactly what I was looking for! learned a lot today!
Subscribed!
Awesome, thank you!
Just AMAZING!!!
This is awesome! I just discovered this channel! I subscribed!
Thanks for subbing
This was so needed! Thanks for that
Happy to help!
Thanks for the tutorial, will be helpful alongslide the other videos you have made to help me understand how to use nodes in blender to make procedural textures/objects etc.
Happy to hear!
great lesson. thanks!
This is helpful to start understanding separate xyz and little of math... thanks!
Happy to help
exactly what i was looking for , thanks :)
Happy to help!
This was extremely helpful, thank you!
You're welcome
This is the best tutorial on math nodes.
Thanks!
@@snow_mamba No, I thank you. Been looking for this for a while. Will be going through the whole of your series slow and steady.
@@zacsamuel7295 awesome, well let me know if you have questions
This is really helpful man.Thanksss
Happy to hear
Thanks For this Proceduralism concepts !
This is very useful, Thanks a lot bro!
Glad it helped you
Very helpful and clear. Thank you.
Great to hear
Marvelous breakdown. Great video! 3:57 helps bring it home! Thank you for sharing this. 19:05 - you can do it in eevee. In the material properties, scroll down to where it says "settings>blend mode>alpha blend".
Happy to help! I checked out your channel as well, some great stuff on there. Cheers!
7:15 I think you meant the opposite. Anyway great series, glad you still updating it. I'll subscribed and watch the whole playlist
Haha I still remember that moment almost 2 years later, I paused and was like "is it black or white? crap! just say something you have a 50% chance of being right". I don't know why but while I know what it does, that greater/lesser than node always confuses my brain
Very well taught!
Thanks very much
This is amazing, thanks so much!
You're welcome!
Too much valuable informations I am crying
I came here after watching the first video from Erindale and happened to read your comment. I am glad I read your comment. Erindale is probably not for newbies like me, but I am watching all his videos doggedly.
Yeah I understand what youre saying. I'm very glad I found his channel too, after watching a couple videos I have learned quite a bit.
Anyone watching my channel and finding it too easy should check out erindale as well, some good stuff there.
Thank you very much for the explanation! The "aha" moment is experienced when you imagine the "Material Output" node as an array of discrete cells that we have to fill each with a color (tuple of 3 values). This matrix is not of fixed size, the number of cells at each moment depends on the number of pixels of material that must be displayed on the screen and it does not understand anything about coordinates, only row index and column index. The "Material Output" node asks the network of nodes: "Fill me a 1000x1000 matrix, please...", now "Fill me a 156x352 matrix..." and the network returns the ordered colors. On the other hand, the "Texture Coordinate" node is a 3-value tuple generator (colors) that it packs into an array of the dimensions that it is asked for, but instead of inventing the colors, it builds them by superimposing (mapping) the coordinates that receives from the object with the matrix of colors that it is asked to fill. The coordinates of the object are a mathematical dream that we may define in different ways, the calculated colors not. When the "Material Output" node has its array filled, it sits on top of the object, stretching here, clipping there... I'll shut up.
Happy to hear it's making sense
I need a video that explains everything, this thing is harder than any other shading nodes 100 times
Excellent !
Loved it
Thanks
Great tutorial, thank you!
Glad it was helpful!
Perfect !!
gold content!
man you made my day thanx
Great to hear!
Great content. I was just looking for it.
If I only found it 2-3 years ago.
No one on YT did not explain it like You. The axis overlay to show how texture coordinate works is perfect idea. Thank You.
Btw I think that there is no Z for UV space as u = x and y = v. So it is only 2 dimensional space wrapped on the model by uv unwrapping. It is correlated with a way we unwrap a model, isn’t it
Happy to hear! Yeah for sure actually I figured out the the z thing with UV space in the next video in the series.
Hey !
I wanted to share with you guys a quicker way to reproduce the parabole at 15:47.
Just plug the first node group (power and greater than) as you would normally do. And then switch the "greater than" to a "Compare". Adjust the epsilon to adjust the thickness.
This can be usefull in some scenarios where you just need a simpler node tree and not as much "customization" (even though you can make customize it)
For sure thanks for mentioning that. I'm not positive because I didn't know as much back then, but I think this video was made before the compare function was added to the math node, but it's definitely good to know going forward.
Very helpful
Glad to hear
Thank you so much!!!
You're very welcome!
Thank you so much!, i fannelly learn how to use Shading Graph after Watching This and Another Video! (Which is not a Tutorial but a Advance Technique about making a Space Effect Style in a Stylise Way!)...
now i understand how to see the Shading Graph! Woohoo!.. (just cause i understand it now it means i can Experiment with Combos!)...
Note:
incase if i ever Forget - to figure out shading group (for Beginners), it is Recommended to Connect it to a Math Node (in Add) + a Node type you want to Experiment with.... (make sure the Math node it set to clamp!, otherwise you will see other-results... from the Node-Wrangler!)
its what works for me for now!.. i wonder how far this theory will go before it breaks?... or i have to update it well time to mess around with it and find Inconsistencies LUL....
Great to hear that it was helpful for you!
Thank you
thank you so much
Very interesting!
Thanks for sharing!!
I'm preparing a "binge-watching" of your videos! 👁👁
Sounds good, you let me know if you have any questions!
Hi@@snow_mamba thanks for making this series, anyway do you have discord channel that i can join?
@@SansVirus-dz3bi Hi you bet, I don't know if you've seen it yet but I have added the discord channel link to the description.
Thanks for this videos
You're welcome!
Huh, and here I thought I would never need vectorial calculus ever in my life after school lol
10:58 "This is going to be more complicated" ... me: shoot me! >_< . Serously really good tot, you have a new follower!
Thanks for the sub!
Legend ✨
You can create a circle with just one node, plug in object from texture coordinate to vector math and choose length
That's true yes, I just wanted to show how to do it with math nodes
Sir your tutorials are amazing.
Please make a video explaining every math nodes in shader editor
Thanks very much, i'll see what I can do
very very pure. ty
You're very welcome!
Awesome
Thanks for explan math details
You're very welcome!
hey can anyone explain why he added the square root node for the circle? thanks
Yeah it is because it is the formula for a circle. Technically in blender you don't need the square root to produce a circular gradient but this tightens up the gradient slightly
0:57, every time I use that shortcut, just the different output port of "texture coordinate"node is connected to the "surface" port of "material output" node , not the first input port of the "viewer" node. why ? I'm using version 3.5.
I checked it out and it looks like the viewer node isn't there in 3.5 but it should still work the same.
Legend, reminds my maths classes 🤣
Excellent
Hey sam im wondering where did you got the formula for these shape from?
I got the circle formula from watching a default cube video, and then I just started trying a few different things and came up with the other shapes. Mostly trial and error
I aprecciate your work. How did you learn these shapes and how do you understand them?
I learned the circle from watching a default cube tutorial, then I made the rest through experimentation and guesswork
i should watch this tutorial about node's, i'm still not getting why and how to use them. i only know the very basic. i think this tutorial give's me in every concept and detailed how to use it. thanks sir :) sorry my bad english :D
No problem I understood you. And good luck, these nodes aren't as hard as they first appear.
Please can you advise.. how do I mask just the inside of a sphere? I need it to drive the placement a volume texture leaving most of the volume inside the sphere empty, with the volume material appearing close to the outside but fading before reaching the sphere's border. Been trying different node set-ups with Texture Coordinate, Gradient Texture set to Radial and/or Spherical, Wave Texture, Mapping and ColorRamp - seeing stuff that sort of approaches it but nothing effective. I haven't seen this covered in any tutorial so far.
Might be easier for me to give advice if you post a picture of what you're working on in my discord as it's a little tough for me to visualize
Great playlist on the topic of nodes!!!
But I miss part 63?
Oh yeah I just noticed I didn't add that one to the playlist. It's been added now
i did not know it was possible, I want to make textured walls I think this will help
If anyone is rusty and trying to understand why y=x^3 produces black result farther left, its because its an odd power. odd power on negative number will make a negative number
this is a nice tutorial so great job there but quick question, i have made one of these patterns and i would like to scatter multiple instances of it across a texture without baking then using the image, any ideas?
Figured it out if anyone is interested! Just take a vorinoi position output and subtract it from the object vector and plug that into your procedural shape and it will be instanced across the geometry, if you want random rotation you can add a vector rotate node👍
@@rubenoconnor198 Yeah for sure, was also gonna say that tutorial 25 of my series deals with that if you wanna check out that setup.
Would a square (or rectangle) with rounded corners be possible?
Yeah for sure. An easy way to make a shape like that would be to create the circle formula and instead of power to 2 change it to 4, 6, or some higher even number.
For a more complex version of the shape check out this tutorial by default cube, he starts off with a shape just like what you're describing. ua-cam.com/video/N7-8rZOtjIQ/v-deo.html
So, I'm among the ones who didn't understand a bit in this video but I kept trying and if you are struggling too then I'll suggest you draw and diagram and solve the problem on paper, only then it will make sense. I did it and suggenly I understand what he is doing and I even think that I'll be able to create these things myself (atlest till I keep practicing the procedural nodes).
Nice good on ya. That's my method as well, if something doesn't make sense i try to break it down and simplify it, an sometimes you just need to spend more time with a concept to understand it
How's your OBS capturing Windows 7 desktop with enabled Aero without any lag? :O I need to disable mine first before recording\streaming.
I'm not sure, I just use OBS and didn't change many settings. Guess I just got lucky with the lag.
Hi Sam, can i download the blendfile for this lesson? Thanks
Hi I put the first tutorial up on gumroad for free if you'd like to download it. gum.co/XTcGi
Id like to see this but for volumetric shapes
That's a good idea
Hi. I am so happy I found your channel, finally I can start to understand how the shader works. I have a question, silly for most of you, but well I finished the art school and I dont have a good math base knowledge, anyhow, I dont understand who is A and B in the math nodes, when i add substract etc, for example, texture coordinates+separate xyz on x and then when add why the result is a quarter of the initial square? who adds to whom?.......after thinking a bit about this, i am guessing A and B are values?
A and B are meant to represent the two input fields, so for instance if you have values plugged into the top and bottom inputs of a math node set to subtract, it will subtract the 2nd value from the 1st.
If you're finding it difficult it may be useful to watch a youtube video about graphing math equations with variables, but feel free to ask more questions as well if you want clarification.
@@snow_mamba hi, thx for the advice.
guys im starting to watch this tutorial series wish me luck :)
I understand the idea, and it seems pretty simple. But I am very confused because I think I lack the proper understanding of the math formulas or I cannot relate them in a visual way. What is the most basic subject I can study to begin to grasp the power of this knowledge?
I would like to add this knowledge to my toolset but it's pretty confusing at the time. Thank you for sharing, you opened my eyes to many possibilities. I'll keep exploring your channel because I want to create a wave texture kinda like an "S", but repeated multiple times ti create that pattern.
Thank you again for sharing.
Saw your other comment and glad you were able to figure it out. If you want to know more about the math I'm using here then you can check out the basics of algebra.