
Set up Blender for procedural patterns by configuring materials, node presets, and a reusable template to streamline shading and rendering.
Now when we start, you can find ALL resources in the zipped file here. Lot's of Blend files to look through ;).
Learn three methods to create a circle in Blender: length-based vector math, pure math with x/y separation and square root, and dot product, plus map range and clamp notes.
Master combining and filtering nodes to build procedural patterns; use masks and cross shapes, leverage max, min, clamp, and smooth maximum for crisp gradients and flags.
In Blender, tackle the first challenge by building four shapes: clubs, hearts, diamonds, and spades, by merging circuits and node-based math, bending lines, and combining basic shapes.
Create an index from x and y using floor, add, and multiply, then wrap with modular arithmetic in Blender nodes. Use emission and mix to visualize the 0–24 indices.
Discover how to create random numbers with a sine-based curve, large multipliers, and a small fraction, then apply floor and dot product to generate noise.
Explore one-dimensional random noise by pairing two random numbers and interpolating between them with a map. Compare linear and smoothstep interpolation to achieve smoother transitions.
Learn the math behind Blender noise by using the dot product of vectors to convert coordinates into a scalar that drives gradient and value noise.
Explore how gradient noise uses gradients and dot products to generate soft, interpolated patterns. See how input points, scale, and vector math combine to create gradient noise that blends values.
Learn to implement rotation XY in blender using a rotation matrix, dot product, and sine and cosine conversions, with degrees to radians and a compact node group.
Explore practical shapes in Blender to build procedural patterns, including a brick without texture, a customizable flower, and overlapping Olympic rings, using color, randomization, and node-based techniques.
Explore translating glsl or hlsl shader code into Blender nodes to create procedural patterns. Learn to read code, convert math steps, and experiment with vectors and mixing to build shaders.
Learn how to use kerosine sine in Blender to generate patterns and shapes via vector math, pi inputs, and sine or sign adjustments.
Learn to create wood patterns by rotating a single axis, adjusting rotation, scale, and noise seeds to generate smooth, connected wood lines for a future wood floor project.
Combine offset, noise, and random values with an index-driven pattern to build a realistic wood tiling floor, including rotation; adjust scale, edges, and colors using overlay and kernel techniques.
This course is about creating shapes and patterns with only the basic math nodes!
We will not use any external images and I exclude even the internal textures.
Only simple math (and you don't even need to know how that math works :D)!
The course presents techniques used in every tool that creates material, so what you will learn is not just for Blender. You can use the knowledge directly if programming GLSL, HLSL or if doing materials in Unreal Engine, Maya or Substance Designer. Of course the User Interface is a bit different depending on tools... but how to reach the result will be to walk the same path.
The tutorial also have a lot of resources and .blend files that shows all the things I teach, but I have also boosted it up with even more examples for you to look at and experiment with.
So, if you want to learn from scratch how patterns and shapes are created and be a future node nerd, this course is a must have!
If you want to know about creating realistic materials...this is NOT the course. Then take my "Material Guru" course instead :).