Joakim Tornhill writes:
After my “How to become a material guru in Blender”, which is still alive and kicking after several years, I felt that something was missing. People wanted to know more about vector math and the “advanced” shader stuff.
Thus I created this “Shader Magic in Blender” course! It’s aimed at those that wants to know how vector math works and I’ll also go through how to make shapes and patterns with nodes and all that shader magic you can see in games like using flow maps, trim sheets, atlas or sprite sheet, parallax mapping, different ways to do sobel effects and so.
Most logic presented is applicable in game engines as well, but is then often even easier to do.
In short.. this is great start for those curious about some of the things the role Technical Artist is doing to make a game work.
NB! Even if it’s all about math I have avoided to go in to the “math trap”. It should be for all! I’ll give you the basic understanding how to connect the nodes, why and the result so you have a solid ground without digging deep in to the formulas behind. That means it should fit even those afraid of math, big node trees and similar.