Blender Shaders & Nodes — 12-Week Practice Schedule¶
20 minutes daily, 5 days a week. Builds on the Blender 12-week schedule; do that first if you're new to Blender.
Week 1 — Shader Editor basics¶
- Day 1: Quickstart
- Day 2: Build a 3-color material (base, mid via ColorRamp, accent via Mix)
- Day 3: Add Image Texture; route via Texture Coordinate (UV vs Generated vs Object)
- Day 4: Roughness map (Non-Color!) controlling roughness
- Day 5: Normal map via Normal Map node; verify orientation
Week 2 — Procedural textures¶
- Day 1: Noise Texture deep-dive; Detail and Distortion params
- Day 2: Voronoi Texture: F1, F2, Distance to Edge — what each does
- Day 3: Wave Texture; combine with noise via Mix
- Day 4: Musgrave / FBM-style — stack with Math nodes for warping
- Day 5: Build a procedural marble or wood; save as node group
Week 3 — Math and masks¶
- Day 1: Math node tour: Multiply, Add, Power, Greater Than, Clamp
- Day 2: ColorRamp as remapper (constant interpolation = threshold)
- Day 3: Geometry > Pointiness (Cycles only) → ColorRamp → Mix as edge wear mask
- Day 4: Object Info > Random for per-object color variation
- Day 5: Vertex paint / Color Attribute → custom mask read in shader
Week 4 — Project: weathered metal¶
- Build the weathered painted metal example end-to-end. Don't read; rebuild from memory after first study.
Week 5 — Geometry Nodes intro¶
- Day 1: Read Tutorial Level 4
- Day 2: Distribute Points on Faces → Instance on Points
- Day 3: Random Value → rotation/scale randomization
- Day 4: Capture Attribute on Point domain
- Day 5: Named Attribute pass-through to shader
Week 6 — Geometry Nodes: a small system¶
- Build the scatter rocks system. Expose density, seed, scale range as group inputs.
Week 7 — Fields and domains¶
- Day 1: Position field; Set Position with noise displacement
- Day 2: Domain conversions (Capture, Evaluate on Domain, Interpolate Domain)
- Day 3: Boolean masking (Capture + Less Than threshold)
- Day 4: Spline-based scattering — Curve to Points, Curve to Mesh
- Day 5: Read Spreadsheet editor; debug a field that's wrong
Week 8 — Project: ivy or vine system¶
- Build a parametric ivy system on any mesh, controlled by vertex paint mask. Ship it as a node group.
Week 9 — Compositor intro¶
- Day 1: Render Layers; route into Composite/Viewer
- Day 2: Color balance (lift/gamma/gain), curves
- Day 3: Vignette via Mask + multiply
- Day 4: Glare; bloom on emissive elements
- Day 5: Cryptomatte for object isolation
Week 10 — Performance and baking¶
- Day 1: Bake material to image (Cycles, Bake type: Combined or Diffuse+Roughness+Normal separately)
- Day 2: Identify expensive nodes; replace with baked equivalents in EEVEE
- Day 3: Texture resolution choices; mipmaps
- Day 4: Light Linking (4.x+) on a complex scene
- Day 5: Profile a scene; reduce render time by 30% or more
Week 11 — OSL (optional, Cycles)¶
- Day 1: Enable OSL; build the stripes shader
- Day 2: Add a custom uniform input
- Day 3: Implement a simple distance field (sphere, box) in OSL
- Day 4: Animate via TIME or input
- Day 5: Decide: do you need OSL for your work, or is the node language enough?
Week 12 — Ship a procedural asset¶
- Pick: a procedural environment, a tileable material library, or a procedural prop generator (e.g. Geometry-Nodes building generator). Ship + thumbnail + parameter doc. Mark as Asset in Blender's Asset Browser.
After Week 12¶
- Asset Library expansion — keep adding well-documented node groups.
- Pick a real shading challenge (NPR / cel shading; iridescence; SSS skin; volumetrics) and dedicate 4 weeks.
- Cross-reference Mental Models #2 (DAGs) — same skills transfer to Unity Shader Graph and Godot VisualShader.