<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>procedural &bull; Archives Creative Shrimp</title>
	<atom:link href="https://www.creativeshrimp.com/tag/procedural/feed" rel="self" type="application/rss+xml" />
	<link>https://www.creativeshrimp.com/tag/procedural</link>
	<description>Blender tutorials and courses for 3D artists</description>
	<lastBuildDate>Mon, 30 Mar 2026 13:51:47 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=6.3.1</generator>
	<item>
		<title>Dust Particles Update v1.3</title>
		<link>https://www.creativeshrimp.com/dust-particles-update-v1-3.html</link>
		
		<dc:creator><![CDATA[Aidy Burrows]]></dc:creator>
		<pubDate>Mon, 30 Mar 2026 13:51:46 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[bees]]></category>
		<category><![CDATA[birds]]></category>
		<category><![CDATA[dp+]]></category>
		<category><![CDATA[dust particles]]></category>
		<category><![CDATA[geometry nodes]]></category>
		<category><![CDATA[geonodes]]></category>
		<category><![CDATA[particles]]></category>
		<category><![CDATA[procedural]]></category>
		<guid isPermaLink="false">https://www.creativeshrimp.com/?p=17937</guid>

					<description><![CDATA[<p>Birds &#038; Bees, all sorts of custom generators are here in v1.3!</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/dust-particles-update-v1-3.html">Dust Particles Update v1.3</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Birds, bees, and all sorts of custom particle generators &#8211; v1.3 is officially out in the wild!</p>



<p>Dust Particles+ has always been about a lightweight, procedural way to add atmosphere (and life!) to your scenes without the default Blender particle system headaches. This update pushes things a fair bit further in that direction by introducing… well, procedural life.</p>



<p>We’ve included generators for things like <strong>swarming insects, bees and birds</strong>. It’s all powered by Geometry Nodes, so it stays fast in the viewport &#8211; <a href="https://www.creativeshrimp.com/dust-particles-10x-faster.html">actually now about 5x faster than in 1.2</a> &#8211; while giving you that extra layer of believability.</p>



<span id="more-17937"></span>



<h2 class="wp-block-heading">What&#8217;s new?</h2>



<ul>
<li>Custom 3D Objects each with their own custom generators &#8211; Bees, Birds, Raindrops etc (Pro)</li>



<li>3D Object deformation options (Pro)</li>



<li>Now uses a faster points based method (Pro &amp; Lite)</li>
</ul>



<p>See full changelog below for more details&#8230;</p>


<div class="youtube-responsive-container"><iframe width="560" height="315" src="https://www.youtube.com/embed/9iTjCmXW_Bw?si=owgJKsb1Tvgt0LLv" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></div>



<p>&#8212;</p>



<p><strong>CHANGELOG v1.3</strong></p>



<p><strong>Lite &amp; Pro</strong></p>



<ul>
<li>Changed from planes to points</li>



<li>Scale with bounding box (there was a request to bring that back)</li>



<li>Transparency variation (in addition to emission variation)</li>



<li>Dithered alpha option</li>



<li>Cast shadow option</li>



<li>Bug fixes and optimisations</li>
</ul>



<p><strong>Pro only</strong></p>



<ul>
<li>Custom 3D Objects; birds, bees, flies, moths, leaves, papers, clumps, raindrop &#8211; each with its own geometry nodes control in the modifier panel</li>



<li>Added ‘Use texture color’ option to preserve more varied texture colors on some of the objects (e.g. birds and bees)</li>



<li>3D Object deformation options (good for floating bags and underwater stuff)</li>



<li>Align rotation to direction</li>



<li>Random rotation amount (should work for 2d and 3d)</li>



<li>Particles following curves can now be influenced by the curves radius and tilt</li>
</ul>



<figure class="wp-block-image size-full is-resized"><img decoding="async" fetchpriority="high" src="https://www.creativeshrimp.com/wp-content/uploads/2026/03/birds-dust-particles-plus.gif" alt="" class="wp-image-18137" style="width:837px;height:837px" width="837" height="837"/></figure>



<p><a href="https://blendermarket.com/products/dust-particles">Superhive</a></p>



<p><a href="https://creativeshrimp.gumroad.com/l/dust-particles">Gumroad</a></p>



<p>&#8212;</p>



<p><strong>v1.2 Changes</strong></p>



<ul>
<li>Wind and Curve Flow (Pro)</li>



<li>Extra wind themed sprites, leaves and papers (Pro)</li>



<li>Extra example project files (Pro)</li>



<li>Asset Browser Icons (Pro)</li>



<li>Box fade (Pro &amp; Lite)</li>



<li>Cleaner UI (Pro &amp; Lite)</li>



<li>Point rendering (Pro &amp; Lite)</li>
</ul>



<p>See the full v1.2 changelog below for more.</p>



<figure class="wp-block-image size-full is-resized"><img decoding="async" src="https://www.creativeshrimp.com/wp-content/uploads/2024/06/v1.2_update.gif" alt="" class="wp-image-17267" style="width:840px;height:382px" width="840" height="382"/></figure>



<p><a href="https://blendermarket.com/products/dust-particles">Superhive</a></p>



<p><a href="https://creativeshrimp.gumroad.com/l/dust-particles">Gumroad</a></p>



<p>&#8212;</p>



<p><strong>CHANGELOG v1.2</strong></p>



<p>Main asset can be found in these zips:<br />dust_particles_lite.zip<br />dust_particles_pro.zip<br />These include v1.0, v1.1 and v1.2 versions</p>



<p><strong>Extra Project Files:</strong><br />Project file folders for pro now includes extra demo blends for the v1.2 features. These also contain the v1.1 and v1.0 project files for convenience</p>



<p><strong>Pro:</strong></p>



<ul>
<li>New looping directional wind with edge fade feature</li>



<li>3 extra paper animated spritesheets</li>



<li>1 leaves type animated spritesheet</li>



<li>New looping wind section – i.e. directional flow to the particles, with it’s own edge fade</li>



<li>Experimental section – Curve, this makes the particles flow along the selected curve, then use the settings to customise the look and the behavior</li>



<li>Asset browser icons implementation</li>
</ul>



<p><strong>Free &amp; Pro:</strong></p>



<ul>
<li>UI Updated to take advantage of Blenders collapsible panels that can now be used within the geo nodes modifier</li>



<li>Camera now no longer needed to be selected, instead there’s a new section at the top ‘Align camera to sprites’, with that enabled Blender will orient the particles towards whatever happens to be the active camera. This is useful for when using multiple cameras</li>



<li>New ‘Domain’ section has been added to contain the domain related options like v1.1’s sphere fade. This includes a new ‘edge fade’ feature – useful for longer domains</li>



<li>Experimental section – Point rendering – useful in cycles where we can use spheres as points in the viewport, this gives a very optimised rendering of a 3d object (a sphere in this case). This still works with the rest of the system – however note that the alpha/border settings are relevant in this context.</li>



<li>Galaxy A and Galaxy B have been tweaked to include some nicer color detail</li>
</ul>



<p>&#8212;</p>



<p><strong>CHANGELOG v1.1</strong></p>



<p>Main asset can be found in these zips:<br />dust_particles_lite.zip<br />dust_particles_pro.zip<br />These include v1.0 and v1.1 versions</p>



<p><strong>Extra Project Files:</strong><br />Project file folders for pro and lite now include extra demo blends for the v1.1 features. These also contain the v1.0 project files for convenience</p>



<p><strong>Pro:</strong></p>



<ul>
<li>Created new ‘use mesh shape’ feature so that shapes of any kind can be used as the shape the particles should spawn within</li>



<li>5 extra star themed spritesheets</li>
</ul>



<p><strong>Lite &amp; Pro:</strong><br /><strong>Main Changes</strong></p>



<ul>
<li>Created a spherical fade option</li>



<li>Created a new ‘Scale with Bounding Box’ option which toggles whether or not the particles scale automatically as the bounding box of the domain object changes (in edit mode)</li>



<li>Created a new ‘Scale Multiplier’ movement parameter to conveniently scale all the movement settings manually (including uniqueness) all at once if needed</li>
</ul>



<p><strong>UI Changes</strong></p>



<ul>
<li>Renamed movement ‘noise scale’ to ‘uniqueness’</li>
</ul>



<p><strong>Bug Fixes</strong></p>



<ul>
<li>Fixed the movement noise scale/uniqueness to properly scale with the rest of the noise parameters when the domain was scaled up or down</li>



<li>Fixed a bug where the further the mesh domain is from the origin point of the object the more that would affect the type of movement giving inconsistent results in those cases</li>



<li>Slightly altered how the alpha is used for sprites without alpha channels (old method could result in slightly more transparency than intended)</li>
</ul>



<p><strong>Miscellaneous</strong><br />Added a new pro v1.0 blend file that has been refactored to allow it to work for anyone still using older versions of Blender, specifically Blender v3.3 LTS (long term support). Unfortunately we can’t currently support any Blender versions further back than that.<br />dust_particles+_v1.0_pro_3.3LTS.blend</p>



<p>&#8212;</p>



<h2 class="wp-block-heading"><strong>Dust Particle Tutorials</strong></h2>



<ul>
<li>Overview v1.2 update :&nbsp;<a href="https://youtu.be/bAGFH1Sy1FE">https://youtu.be/bAGFH1Sy1FE</a></li>



<li>Overview v1.1 update :&nbsp;<a href="https://youtu.be/mvXgVhbhLFM?si=tLUN5cbeyWHFUYo2">https://youtu.be/mvXgVhbhLFM?si=tLUN5cbeyWHFUYo2</a></li>



<li>Original Release tutorial :&nbsp;<a href="https://youtu.be/5UGC8xUDgys?si=FATzOkXEbOEoFQR2">https://youtu.be/5UGC8xUDgys?si=FATzOkXEbOEoFQR2</a></li>



<li>Original Overview by Gleb:&nbsp;<a href="https://youtu.be/4sZpmNLMOWU?si=aUIXiXtUs7yZ95eY">https://youtu.be/4sZpmNLMOWU?si=aUIXiXtUs7yZ95eY</a></li>



<li>Create a 3d starfield:&nbsp;<a href="https://youtu.be/7S-u8X-XH58?si=8hItSP52cNdjq1yl">https://youtu.be/7S-u8X-XH58?si=8hItSP52cNdjq1yl</a></li>



<li>Snowglobe :&nbsp;<a href="https://youtu.be/jKd_nUSKceQ?si=lNioWUdHjIGfqiHr">https://youtu.be/jKd_nUSKceQ?si=lNioWUdHjIGfqiHr</a></li>
</ul>



<ul>
<li>Snowglobe (Short) :&nbsp;<a href="https://www.youtube.com/shorts/e29ynmGzlVo">Snow Globe Illusion with Particles in Blender #3dblendered #motiongraphics #blender #animation #b3d – YouTube</a></li>



<li>DOF in Eevee:&nbsp;<a href="https://youtu.be/rO8xupUuN5U?si=W1zsgL6P8RZLkkOM">https://youtu.be/rO8xupUuN5U?si=W1zsgL6P8RZLkkOM</a></li>
</ul>



<p>&#8212;</p>



<p>p.s. If you’ve already grabbed the pack, the v1.3 update is ready and waiting for you. </p>



<p>Links to the store pages for quick access:&nbsp;<a href="https://blendermarket.com/products/dust-particles">Superhive</a>&nbsp;&amp;&nbsp;<a href="https://creativeshrimp.gumroad.com/l/dust-particles">Gumroad</a></p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/dust-particles-update-v1-3.html">Dust Particles Update v1.3</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Advanced Normal Map Creation Tips</title>
		<link>https://www.creativeshrimp.com/advanced-normal-map-creation-tips.html</link>
		
		<dc:creator><![CDATA[Aidy Burrows]]></dc:creator>
		<pubDate>Mon, 22 Jul 2019 09:43:52 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[2.8]]></category>
		<category><![CDATA[bump]]></category>
		<category><![CDATA[height]]></category>
		<category><![CDATA[normal]]></category>
		<category><![CDATA[procedural]]></category>
		<category><![CDATA[texturing]]></category>
		<guid isPermaLink="false">https://www.creativeshrimp.com/?p=15283</guid>

					<description><![CDATA[<p>Following on from the Substance Designer tutorial, here are some tips to help take our normal map creations to the next level. In this Blender tutorial we&#8217;ll&#8230; Chapter List 00:00 &#8211; Overview01:06 &#8211; Bump to matcap style05:47 &#8211; Making it work from all angles07:51 &#8211; Geometry + Textures = WOO!09:09 &#8211; Node groups10:41 &#8211; The</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/advanced-normal-map-creation-tips.html">Advanced Normal Map Creation Tips</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Following on from the <a href="https://www.creativeshrimp.com/blender-substance-designer.html">Substance Designer tutorial</a>, here are some tips to help take our normal map creations to the next level. </p>



<span id="more-15283"></span>


<div class="youtube-responsive-container"><iframe loading="lazy" width="560" height="315" src="https://www.youtube.com/embed/34BYCkQhHhg?si=gyVPgjQN9BgEsA2M" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe></div>



<p>In this <a href="https://www.blender.org/">Blender</a> tutorial we&#8217;ll&#8230;  </p>



<ul>
<li>Show how to recreate a normal map matcap that works for geometry and bump textures </li>



<li>Make a node group to use as a master control to switch between render passes </li>



<li>Show how to combine 2 normal map textures together </li>



<li>Show how to combine grayscale height textures with normal maps </li>
</ul>



<figure class="wp-block-image"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/07/RoadBeauty.jpg" target="_blank" rel="noreferrer noopener"><img decoding="async" loading="lazy" width="1170" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2019/07/RoadBeauty-1170x731.jpg" alt="blender 2.8 tutorial eevee" class="wp-image-15301" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/07/RoadBeauty-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2019/07/RoadBeauty-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2019/07/RoadBeauty-340x213.jpg 340w" sizes="(max-width: 1170px) 100vw, 1170px" /></a></figure>



<h2 class="wp-block-heading">Chapter List </h2>



<p>00:00 &#8211; Overview<br />01:06 &#8211; Bump to matcap style<br />05:47 &#8211; Making it work from all angles<br />07:51 &#8211; Geometry + Textures = WOO!<br />09:09 &#8211; Node groups<br />10:41 &#8211; The global switch<br />14:01 &#8211; Mixing 2 normal map textures<br />17:20 &#8211; End</p>



<figure class="wp-block-image"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/07/NormalMapMatCap.jpg" target="_blank" rel="noreferrer noopener"><img decoding="async" loading="lazy" width="3643" height="916" src="https://www.creativeshrimp.com/wp-content/uploads/2019/07/NormalMapMatCap.jpg" alt="normal map matcap" class="wp-image-15292"/></a></figure>



<figure class="wp-block-image"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/07/SimpleMasterGroupSwitches.jpg"><img decoding="async" loading="lazy" width="2588" height="1428" src="https://www.creativeshrimp.com/wp-content/uploads/2019/07/SimpleMasterGroupSwitches.jpg" alt="bake passes master switch" class="wp-image-15296"/></a></figure>



<figure class="wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter"><div class="wp-block-embed__wrapper">
<blockquote class="twitter-tweet" data-width="550" data-dnt="true"><p lang="en" dir="ltr">PBR Texture and Atlas Baker is ready for an initial release. Prepping a tiny documentation now. Still rough I need someone to proof read. Will be published tomorrow. <a href="https://twitter.com/hashtag/b3d?src=hash&amp;ref_src=twsrc%5Etfw">#b3d</a> <a href="https://twitter.com/hashtag/pbr?src=hash&amp;ref_src=twsrc%5Etfw">#pbr</a> <a href="https://twitter.com/hashtag/Substance?src=hash&amp;ref_src=twsrc%5Etfw">#Substance</a> <a href="https://twitter.com/hashtag/freeStuff?src=hash&amp;ref_src=twsrc%5Etfw">#freeStuff</a> <a href="https://twitter.com/AidyBurrows3D?ref_src=twsrc%5Etfw">@AidyBurrows3D</a> <a href="https://twitter.com/gleb_alexandrov?ref_src=twsrc%5Etfw">@gleb_alexandrov</a> Model from gltf2 Sponza scene <a href="https://t.co/wJ2aBPz7H8">pic.twitter.com/wJ2aBPz7H8</a></p>&mdash; zuggamasta (@zuggamasta) <a href="https://twitter.com/zuggamasta/status/1151594717521555459?ref_src=twsrc%5Etfw">July 17, 2019</a></blockquote><script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
</div></figure>



<h2 class="wp-block-heading">Links &amp; Project Files  </h2>



<p><a href="https://www.blender.org/2-8/">Download Blender 2.8</a></p>



<p><a href="https://www.creativeshrimp.com/blender-substance-designer.html">Using Blender Like Substance Designer</a></p>



<p><a href="https://www.creativeshrimp.com/procedural-asphalt-texture-eevee.html">Procedural Clean Asphalt Texturing in Eevee Tutorial</a></p>



<p><a href="https://blenderartists.org/t/principled-baker-bake-pbr-textures-with-a-few-clicks-for-2-80-and-2-79/1102187">Principled PBR Baker</a></p>



<p><a href="https://blendermarket.com/products/simplebake---simple-pbr-and-other-baking-in-blender-2">Simple Bake on the Blender Market</a></p>



<p><a href="https://blog.selfshadow.com/2012/07/10/blending-in-detail/">Blending in Detail, Combining 2 Normal Maps Article</a></p>



<p><a href="https://www.blendswap.com/blends/view/76176">Combining 2 Normal Maps node group on Blendswap</a> by radcapricorn</p>



<p><a href="https://drive.google.com/open?id=1s1OMyeS4lGqSBKpWPqU6HdeGDHqNuZgo">Baked Road Scene with Pavement Demo File</a></p>



<p><a href="http://textures.one/">Textures.one</a> Excellent PBR image texture resource</p>



<p>Let&#8217;s carry it on in the comments below if you think we should go into further details on anything! </p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/advanced-normal-map-creation-tips.html">Advanced Normal Map Creation Tips</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Using Blender Like Substance Designer</title>
		<link>https://www.creativeshrimp.com/blender-substance-designer.html</link>
					<comments>https://www.creativeshrimp.com/blender-substance-designer.html#comments</comments>
		
		<dc:creator><![CDATA[Aidy Burrows]]></dc:creator>
		<pubDate>Fri, 05 Jul 2019 20:35:29 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[2.8]]></category>
		<category><![CDATA[alpha]]></category>
		<category><![CDATA[asphalt]]></category>
		<category><![CDATA[baking]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[bump]]></category>
		<category><![CDATA[Cycles]]></category>
		<category><![CDATA[designer]]></category>
		<category><![CDATA[eevee]]></category>
		<category><![CDATA[normal]]></category>
		<category><![CDATA[procedural]]></category>
		<category><![CDATA[substance]]></category>
		<category><![CDATA[texturing]]></category>
		<category><![CDATA[ue4]]></category>
		<category><![CDATA[unreal engine 4]]></category>
		<guid isPermaLink="false">https://www.creativeshrimp.com/?p=15260</guid>

					<description><![CDATA[<p>Sometimes baking to an image texture will let us down if we have some alpha transparency involved, so instead here&#8217;s a Substance Designer styled approach to getting our needed bakes out of Blender 2.8 instead&#8230; In this Blender tutorial we&#8217;ll&#8230; Chapter List 00:00 &#8211; Overview02:51 &#8211; Reason To Layer05:11 &#8211; Baking To A Plane05:24 &#8211;</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/blender-substance-designer.html">Using Blender Like Substance Designer</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Sometimes baking to an image texture will let us down if we have some alpha transparency involved, so instead here&#8217;s a <a href="https://www.substance3d.com/products/substance-designer">Substance Designer</a> styled approach to getting our needed bakes out of <a href="https://www.blender.org/">Blender 2.8</a> instead&#8230;</p>



<span id="more-15260"></span>



<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/YsXe11YA7AM" allowfullscreen="allowfullscreen" width="560" height="315" frameborder="0"></iframe></div>



<p>
In this <a href="https://www.blender.org/">Blender</a> tutorial we&#8217;ll&#8230;

</p>



<ul>
<li>Show how to bake to a plane</li>



<li>Setup camera and materials to render like a bake</li>



<li>Show a potential bug in the current Eevee renders</li>



<li>Convert the bump node output to a normal map using nodes</li>



<li>Save out the texture passes</li>



<li>Show the renders working in Eevee and in <a href="https://www.unrealengine.com/en-US/">Unreal Engine 4</a></li>
</ul>



<h2 class="wp-block-heading"> Chapter List </h2>



<p>00:00 &#8211; Overview<br />02:51 &#8211; Reason To Layer<br />05:11 &#8211; Baking To A Plane<br />05:24 &#8211; Baking 1 &#8211; Create the plane to bake to<br />05:32 &#8211; Baking 2 &#8211; Create the texture to bake to<br />06:30 &#8211; Baking 3 &#8211; Choose bake pass type<br />06:46 &#8211; Baking 4 &#8211; Select the geometry you want to bake to the plane<br />05:09 &#8211; Baking 5 &#8211; Hit Bake &#8211; or see 6 to optimize<br />07:00 &#8211; Baking 6 &#8211; Optimize<br />07:14 &#8211; Limitations Of Baking<br />08:04 &#8211; Setting Up The Camera<br />09:30 &#8211; Setting Up The Materials<br />10:22 &#8211; Frames and reroute nodes<br />12:15 &#8211; Continuing with the materials<br />13:54 &#8211; Rendering Final Setup<br />14:53 &#8211; Eevee rendering border issue (world material bleed)<br />16:33 &#8211; Continuing with rendering final setup<br />17:50 &#8211; Bump To Normal Map<br />20:08 &#8211; Saving The Textures<br />22:27 &#8211; Using The Textures on a single plane<br />24:58 &#8211; Using The Textures In UE4<br />27:23 &#8211; END</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="600" height="338" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/blender_substance_designer_01_lr.gif" alt="" class="wp-image-16473"/></figure>



<p>BAKE DOWNSIDE &#8211; Notice (above right) the loss of detail</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="640" height="360" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/blender_substance_designer_02_lr.gif" alt="" class="wp-image-16474"/></figure>



<p>BAKE UPSIDE &#8211; Notice above the speed at which the shader updates on the first plane. Simply put we get faster changes and faster renders. Meanwhile the 2nd plane that isn&#8217;t baked and still has huge amounts of node calculations takes close to 20 seconds to make the same change. </p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Using Blender Like Substance Designer Bake Example" width="1000" height="563" src="https://www.youtube.com/embed/-oHm5zV_K60?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
</div></figure>



<h2 class="wp-block-heading">Links &amp; Project Files </h2>



<p><a href="https://www.blender.org/2-8/">Download Blender 2.8</a></p>



<p><a href="https://www.creativeshrimp.com/procedural-asphalt-texture-eevee.html">Procedural Clean Asphalt Texturing in Eevee Tutorial</a></p>



<p><a href="https://drive.google.com/open?id=1xXH-XLTfyvYUH_Hq311Vz-I2izGE6bPL">Updated asphalt blend file with packed textures and single plane setup</a></p>



<p><a href="https://devtalk.blender.org/t/cycles-eevee-improvements-weekly-reports/7697">Google Summer Of Code Procedural Texturing Project</a></p>



<p><a href="https://www.substance3d.com/products/substance-designer">Substance Designer</a></p>



<p><a href="https://simon-thommes.com/work">Great Blender Procedural Examples and Giveaways by Simon Thommes</a></p>



<p>Let&#8217;s carry it on in the comments below if you think we should go into further details on anything!</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/blender-substance-designer.html">Using Blender Like Substance Designer</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://www.creativeshrimp.com/blender-substance-designer.html/feed</wfw:commentRss>
			<slash:comments>3</slash:comments>
		
		
			</item>
		<item>
		<title>How to Make Metal Material in Blender?</title>
		<link>https://www.creativeshrimp.com/how-to-make-a-grungy-metal-material.html</link>
					<comments>https://www.creativeshrimp.com/how-to-make-a-grungy-metal-material.html#comments</comments>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Tue, 29 Jul 2014 13:09:55 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Cycles]]></category>
		<category><![CDATA[procedural]]></category>
		<category><![CDATA[texturing]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=8451</guid>

					<description><![CDATA[<p>Discover how to make metal material in Blender in 5 steps. We going to make it Silent Hill style &#8211; grungy as hell. And also a bit Rammstein style (for the fun of it). The main steps 1. The base layer 2. Rust 3. Edge scratches 4. Some more scratches (can&#8217;t be enough) 5. Lighting Lighting and Material</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/how-to-make-a-grungy-metal-material.html">How to Make Metal Material in Blender?</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Discover how to make metal material in Blender in 5 steps. We going to make it Silent Hill style &#8211; grungy as hell. And also a bit Rammstein style (for the fun of it).</p>
<p><span id="more-8451"></span></p>
<p><iframe loading="lazy" src="//www.youtube.com/embed/6mbo474uhOA" width="800" height="450" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p>
<h3>The main steps</h3>
<p>1. The base layer<br />
2. Rust<br />
3. Edge scratches<br />
4. Some more scratches (can&#8217;t be enough)<br />
5. Lighting</p>
<p><img decoding="async" loading="lazy" class="alignnone wp-image-8453" src="https://www.creativeshrimp.com/wp-content/uploads/2014/07/metal.gif" alt="metal material in blender" width="900" height="297" /></p>
<h2>Lighting and Material perception</h2>
<p>I can stress this enough: lighting plays an important role in creating convincing metallic shader. In creating every shader, to be honest, but material is especially sensitive. No way we can make bombastic heavy metal with poor lighting. Never ever.</p>
<p>Especially rim lighting &#8211; or back lighting &#8211; that&#8217;s important, use it.</p>
<p><a href="https://www.creativeshrimp.com/wp-content/uploads/2014/07/metal-lighting.jpg"><img decoding="async" loading="lazy" class="alignnone wp-image-9134" src="https://www.creativeshrimp.com/wp-content/uploads/2014/07/metal-lighting.jpg" alt="metal lighting" width="900" height="217" /></a></p>
<h2>Bonus metal shader tips:</h2>
<h3>Box mapping</h3>
<p>We don&#8217;t want to unwrap high-poly models, don&#8217;t we? If so, use box-mapping as a texture projection mode (in material editor). And, of course, Generated or Object coordinates.</p>
<h3>A dull texture can be a good texture</h3>
<p>As we are going to project our textures from different sides of the &#8216;box&#8217;, we need a tileable textures. For that reason, let&#8217;s keep away from fancy stuff, because it will make our tiling pattern very apparent. The interesting parts, like scratches, will be added as a material layer. So don&#8217;t worry about it being dull for now.</p>
<p><a href="https://www.creativeshrimp.com/wp-content/uploads/2014/07/textures-good-and-bad.jpg"><img decoding="async" loading="lazy" class="alignnone wp-image-9131" src="https://www.creativeshrimp.com/wp-content/uploads/2014/07/textures-good-and-bad.jpg" alt="tileable textures tip" width="900" height="470" /></a></p>
<h3>Metal and Fresnel?</h3>
<p>Technically, applying fresnel falloff to metal material isn&#8217;t physically correct. But who cares? Fresnel reflections get stronger at sharp angles, so it will enhance the rim light effect near the edges and reveal the shape better. Go for it.</p>
<p><a href="https://www.creativeshrimp.com/wp-content/uploads/2014/07/fresnel-mix-factor.jpg"><img decoding="async" loading="lazy" class="alignnone wp-image-9136" src="https://www.creativeshrimp.com/wp-content/uploads/2014/07/fresnel-mix-factor.jpg" alt="fresnel mix factor" width="900" height="486" /></a></p>
<h3>Few more notes:</h3>
<p>Written tutorial with all steps covered in detail can be found in <a href="http://www.creativebloq.com/3d-world-magazine">3dWorld magazine</a>.</p>
<p>Built upon the source model of the <a href="http://www.blendswap.com/blends/view/23870">Drill by Frank the Smith</a> (CC-0). You can download it from Blendswap. Thanks, Frank!</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/how-to-make-a-grungy-metal-material.html">How to Make Metal Material in Blender?</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://www.creativeshrimp.com/how-to-make-a-grungy-metal-material.html/feed</wfw:commentRss>
			<slash:comments>8</slash:comments>
		
		
			</item>
		<item>
		<title>Blender Displacement Modifier Tutorial</title>
		<link>https://www.creativeshrimp.com/blender-quick-tip-9-displacement.html</link>
					<comments>https://www.creativeshrimp.com/blender-quick-tip-9-displacement.html#comments</comments>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Fri, 03 Jan 2014 08:53:00 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[modifiers]]></category>
		<category><![CDATA[procedural]]></category>
		<category><![CDATA[tutorial]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=129</guid>

					<description><![CDATA[<p>How to create a stone in Blender procedurally, using Displacement modifier? In this Blender displacement modifier tutorial, we&#8217;ll explore layering Displacement modifier to produce large, medium and small scale details on our rock. Also we&#8217;ll prove one more time, that everything is better with stalactites. Blender Displacement Modifier Tips &#38; Examples Use Voronoi Procedural&#160;Texture&#160;for a</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/blender-quick-tip-9-displacement.html">Blender Displacement Modifier Tutorial</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<div dir="ltr" style="text-align: left;">
<p>How to create a stone in Blender procedurally, using <b>Displacement modifier</b>? In this Blender displacement modifier tutorial, we&#8217;ll explore layering Displacement modifier to produce large, medium and small scale details on our rock. Also we&#8217;ll prove one more time, that everything is better with stalactites.</p>
<wp-block data-block="core/more"></wp-block>
</div>


<div class="youtube-responsive-container"><iframe loading="lazy" src="//www.youtube.com/embed/BIeCJfoaoIw" width="800" height="450" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<h2 class="wp-block-heading">Blender Displacement Modifier Tips &amp; Examples</h2>



<h3 class="wp-block-heading">Use Voronoi Procedural&nbsp;Texture&nbsp;for a large scale details.</h3>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2014/01/blender-displacement-modifier-02.jpg"><img decoding="async" loading="lazy" width="1150" height="638" src="https://www.creativeshrimp.com/wp-content/uploads/2014/01/blender-displacement-modifier-02.jpg" alt="blender displacement modifier 02" class="wp-image-9375"/></a><figcaption class="wp-element-caption">Voronoi procedural noise</figcaption></figure>



<h3 class="wp-block-heading">Use Musgrave&nbsp;Noise for a medium&nbsp;scale details.</h3>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2014/01/blender-displacement-modifier-musgrave.jpg"><img decoding="async" loading="lazy" width="1150" height="638" src="https://www.creativeshrimp.com/wp-content/uploads/2014/01/blender-displacement-modifier-musgrave.jpg" alt="blender displacement modifier musgrave" class="wp-image-9376"/></a><figcaption class="wp-element-caption">Musgrave procedual noise</figcaption></figure>



<h3 class="wp-block-heading">Use Weight Paint to control the Displacement</h3>



<p>Red paint means&nbsp;full influence on the Displacement, and blue means&nbsp;zero influence. Don&#8217;t forget to click on checkbox in modifier settings.</p>



<figure class="wp-block-image"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2014/01/weight-paint-displacement-blender.jpg"><img decoding="async" loading="lazy" width="1150" height="536" src="https://www.creativeshrimp.com/wp-content/uploads/2014/01/weight-paint-displacement-blender.jpg" alt="weight paint displacement blender" class="wp-image-9377"/></a></figure>



<h3 class="wp-block-heading">Displacement direction</h3>



<p>To grow the stalactites, change the displacement direction to <strong>Y</strong>. See, everything is better with stalactites.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2014/01/blender-displacement-modifier-direction.jpg"><img decoding="async" loading="lazy" width="1377" height="795" src="https://www.creativeshrimp.com/wp-content/uploads/2014/01/blender-displacement-modifier-direction.jpg" alt="blender displacement modifier direction" class="wp-image-9378"/></a><figcaption class="wp-element-caption">Stalactites!</figcaption></figure>



<h3 class="wp-block-heading">Fake light with Normal node</h3>



<p>Use Normal nodes in your stone material to enhance (fake) the lighting on the edges and rough parts.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2014/01/stone_material_01_1.jpg"><img decoding="async" loading="lazy" width="1899" height="953" src="https://www.creativeshrimp.com/wp-content/uploads/2014/01/stone_material_01_1.jpg" alt="blender stone material" class="wp-image-9373"/></a><figcaption class="wp-element-caption">Stone material in Cycles</figcaption></figure>



<p>Can&#8217;t wait to see your procedural creations!</p>



<p>p.s. Check out <a href="https://plus.google.com/u/0/107438149471948815802/posts/eqsiXRX4qFs">Kiril Viktorov&#8217;s feedback</a> on quick tip about Particle Textures. Nice render!</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/blender-quick-tip-9-displacement.html">Blender Displacement Modifier Tutorial</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://www.creativeshrimp.com/blender-quick-tip-9-displacement.html/feed</wfw:commentRss>
			<slash:comments>3</slash:comments>
		
		
			</item>
		<item>
		<title>Particle Textures in Blender</title>
		<link>https://www.creativeshrimp.com/blender-quick-tip-8-particle-textures.html</link>
					<comments>https://www.creativeshrimp.com/blender-quick-tip-8-particle-textures.html#comments</comments>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Mon, 23 Dec 2013 16:40:00 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[particles]]></category>
		<category><![CDATA[procedural]]></category>
		<category><![CDATA[quick tip]]></category>
		<category><![CDATA[tutorial]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=133</guid>

					<description><![CDATA[<p>How to use Particle Textures in Blender to distribute objects by pattern? In this video, we&#8217;ll use it&#160;to control distribution. Blender Particle Textures Tips Particle textures can be used to create an interesting distribution pattern and get rid of uniformity. This is especially bombastic&#160;when making nature renders. Noise is the key to natural looking grass,</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/blender-quick-tip-8-particle-textures.html">Particle Textures in Blender</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="has-text-align-left">How to use Particle Textures in Blender to distribute objects by pattern? In this video, we&#8217;ll use it&nbsp;to control distribution.</p>



<p class="has-text-align-left"></p>



<span id="more-133"></span>



<p class="has-text-align-left"></p>


<div class="youtube-responsive-container"><iframe loading="lazy" src="//www.youtube.com/embed/AnuNbIujpj8" width="800" height="450" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<p class="has-text-align-left"><div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div></p>



<h2 class="wp-block-heading">Blender Particle Textures Tips</h2>



<p class="has-text-align-left">Particle textures can be used to create an interesting distribution pattern and get rid of uniformity.</p>



<p class="has-text-align-left">This is especially bombastic&nbsp;when making nature renders. Noise is the key to natural looking grass, stones, trees.</p>



<p class="has-text-align-left">Of course, there are a lot&nbsp;of other situations when particle textures will come in handy. Like when we need to fill some surface&nbsp;with objects (to form a word, for example).</p>



<p class="has-text-align-left"><div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-2 col-md-2 col-sm-2 col-lg-offset-5 col-md-offset-5 col-sm-offset-5" style="min-height:0; border-bottom:2px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div></p>



<p class="has-text-align-left">Compare this two pictures to get the difference between uniform and chaotic system.</p>



<h3 class="wp-block-heading">Uniform particle distribution</h3>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2013/12/particle-uniform-distribution1.jpg"><img decoding="async" loading="lazy" width="1372" height="718" src="https://www.creativeshrimp.com/wp-content/uploads/2013/12/particle-uniform-distribution1.jpg" alt="particle uniform distribution" class="wp-image-9383"/></a><figcaption class="wp-element-caption">Uniform distribution of the particles</figcaption></figure>



<h3 class="wp-block-heading">Distribution by&nbsp;Procedural Noise</h3>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2013/12/particle-texture-distribution.jpg"><img decoding="async" loading="lazy" width="1372" height="718" src="https://www.creativeshrimp.com/wp-content/uploads/2013/12/particle-texture-distribution.jpg" alt="particle textures density" class="wp-image-9384"/></a><figcaption class="wp-element-caption">Distribution by procedural noise</figcaption></figure>



<h3 class="wp-block-heading">Take your time and test various noises</h3>



<p>If you have a free hour or so, click through the noises and see what it has to offer. Chances are, you will get excited&nbsp;with possibilities.</p>



<p>This value of knowing how various noises work is high in CG. Good luck!</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2013/12/blender-particles-stones.jpg"><img decoding="async" loading="lazy" width="1566" height="848" src="https://www.creativeshrimp.com/wp-content/uploads/2013/12/blender-particles-stones.jpg" alt="blender particles stones" class="wp-image-9390"/></a><figcaption class="wp-element-caption">Procedural algorythms hold dark secrets</figcaption></figure>



<p class="has-text-align-left"><a href="/blender-quick-tip-n5-bisect-stones.html">Watch How to Create Stones in Blender</a></p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/blender-quick-tip-8-particle-textures.html">Particle Textures in Blender</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://www.creativeshrimp.com/blender-quick-tip-8-particle-textures.html/feed</wfw:commentRss>
			<slash:comments>1</slash:comments>
		
		
			</item>
	</channel>
</rss>

<!--
Performance optimized by W3 Total Cache. Learn more: https://www.boldgrid.com/w3-total-cache/

Page Caching using disk: enhanced 
Database Caching 61/79 queries in 0.017 seconds using disk

Served from: www.creativeshrimp.com @ 2026-04-02 03:23:11 by W3 Total Cache
-->