Hello there and welcome to the procedural shading training in Blender.
My name is Simon Thomas and I'm an artist at the Blender Animation Studio.
If you have heard of me before, then probably because of some of the crazy procedural shading
experiments that I like to do.
Procedurally generated contents like assets, animations and shaders are some of those things
that seem like magic if you don't really have a grasp of what goes into it, and sometimes
even if you do.
It takes a variety of technical understanding, problem solving creativity and a good familiarity
with your tools to achieve what you have in mind.
But if you know what you are doing, a procedural workflow is an invaluable addition to your
skill set as an artist.
In this course, we are going to start from what may be your first steps in the shader
editor, all the way to an advanced understanding of procedural shader creation in Blender.
This is not a course to get you started quickly creating simple shaders, it's rather an in-depth
guide to help you understand the fundamental concepts and techniques and enables you to
come up with your own ideas.
That means that there will be a few rather technical parts in the beginning, but it also
means that you will have more freedom to create.
The course is supported with a lot of examples and interactive visualizations to make it
more illustrated.
And to give you something to immediately play around with, it also comes with a full example
scene that uses nothing but procedural shaders and only basic modeling.
By the time this video goes online, the course is still in production and it will be released
as I produce it, chapter by chapter.
That gives me the opportunity to respond to feedback and adapt to suggestions, so please
feel free to engage in the discussion in the comment section.
This first chapter is an introduction to give you an idea of what the course is going to
be about and to get you started in the shader editor in Blender.
Okay, so I hope this is going to be interesting and exciting, let's get started.