Can you please suggest me any good tutorial (paid includes) for node mastery, to learn procedural texturing. I really want to know it but don’t know how to. Most of the tutorials are like plug this node to that and change the settings from this value to that. But not explaining why I should do that, not explaining the log behind this.
It will be helpful if you suggest me to learn something else alao to achieve node mastery
Simon Thommes’s procedural courses on Blender Cloud can be a great start if you’re making your first steps into the world of procedural texturing. Also, I’d recommend Erin’s tutorials if you’re looking for different alternatives…
For the majority of the time, most of the maths that are used to produce procedural texture in Blender are pretty simple, you can get through most of it without using any advanced math-related stuff. However, if you want to get yourself familiarized with math that related to procedural texturing, you might want to give Just3DThings a look…
I thought that course must be great but you know after the fundamentals, when the instructor went into Procedural Texture chapters things started to get complicated and I would say from the second video I am unable to grasp anything. What was you experience like going through that course?
Not all chapter have example tutorial. But we can practice playing with nodes. But will it help really? I was watching the second video of Procedural Texturing chapter where he talks about shapes. And he showed very fast like this - add this math node, multiply, do this and that. And the shape appears. Didn’t understand a bit.
Then you need a bit of math knowledge… What nodes do is just to define a function that outputs a (/some) final value(s) based on some input (anything from the ‘Input’ category).
Creating shapes in a bidimentional plane (the cartesian plane), is just to define a function that says that some point(U,V) belongs or not to that shape, or has some value C in relation to the shape.
Knowing how some shapes are calculated in a cartesian plane, is needed. For example, a circle is defined by x^2+y^2=R^2 (the Pythagoras theorem), so if the sum is less than R^2, the pair (x, y) is inside the circle, and if bigger than R^2, it’s outside.
I know linear algebra, trigonometry and vectors. Not much various coordinate systems. But is this sufficient? Though I need to brush up those formulas, but I pretty much know them. But still I have problems with procedural texturing.
Procedural texturing is just about changing the XYZ and/or UV-coordinates of points (actually, not changing physical location, but rather making the program to treat points as ones with different coordinates) and adjusting colors. So, say you created a formula (by means of nodes): X²+Y²+Z². And assigned that output to the X-coordinate. Let’s take an arbitrary point (3, 4, 5). After applying the abovementioned formula, that point will be treated as the point (50, 4, 5)… however, its actual (physical) location won’t change. But, that point will get the color from the point at the actual location (50, 4, 5) of the initial (generated before any distortion) texture.
Colors adjustments, I suppose, don’t need explanation.