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Procedural Shading in Blender. Using the Gradient Texture.


Genode writes:

I love Blender...

And I love procedural shading as well. It's amazing when you need to get in really close to something and don't want to do three render versions as you push in. You know, like the old-school planet zoom-ins where the camera passes through clouds to see a new texture map, a bird flies across the view, allowing for a wipe that brings you back to the ground. Love 'em, but they're a bit cheap looking now.

But with procedural stuff, well, the need for a wipe is not there. It's mandelbrot-ian joy from a wide to a close-up.

But I have sometimes found that the stuff I require to make some of my planned stuff does not work. Back in my initial youtube videos I still did not quite have a handle on the gradient texture; it didn't repeat like a texture should it wasn't simple to rotate... I was flummoxed. Well, the flummoxing went away, I figured it all out and then a couple f weeks back I realised I had not done a tutorial about it. And I was looking back at the first few tutorials and I thought, "Hey, I can do a gas giant with rings and teach people about their gradient texture!"

So here it is. I hope you like it!

The final piece at the beginning was made using Blackmagic Fusion. I used the Cycles renders from Blender as well as the camera from the scene into Fusion. The Starfield is done with particles and the rest is comp tricks plus using We Suck Less's Reactor plug-in to get to the best Fusion macros and modifiers out in the digital world.

If you want some Fusion training, let me know.

About the Author

Gary Noden

I am a Senior Creative over at Space Digital in the North West of England. I've been creating CG stuff for the TV and Corporate World for (mumble-mumble) years now and have been lucky to work on some amazing projects. I discovered Blender about 9 years ago, opened it and, like so many other, immediately shut it down, but several years ago I needed to so something simple and cost effective (ie. free) and Blender was the only way. I have never looked back and use it now all the time alongside Maya every working day. I also have a YouTube channel called GENVFX where I teach people how to use every modifier one by one and as deeply as I can as well as the occasional tutorial.

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