Chapter 13: Node System and Procedural Workflow
9/1/25About 3 min
Chapter 13: Node System and Procedural Workflow
Learning Objectives
- Gain a deep understanding of the shader node system
- Master the use of geometry nodes
- Learn procedural modeling and distribution
- Understand the creation of composite nodes
- Master the creation and management of node groups
13.1 Node System Basics
Node Programming Concepts
- Node: A computational unit that performs a specific function
- Socket: The connection point between nodes
- Node Tree: The overall structure of the node network
- Data Flow: The transfer of data from input to output
Blender Node Types
- Shader Nodes: Materials and lighting
- Geometry Nodes: Procedural modeling
- Compositor Nodes: Post-production compositing
- Texture Nodes: Procedural textures
Node Editor Interface
Node Editor Operations:
- Shift+A: Add node
- Ctrl+G: Create node group
- Tab: Enter/exit node group
- Ctrl+J: Join selected nodes
- Alt+D: Duplicate node (shared data)13.2 In-depth Shader Nodes
Core Shader Nodes
Principled BSDF:
Main Inputs: - Base Color - Metallic - Roughness - IOR: Index of Refraction - Alpha: Transparency - Normal: Normal mapMix Node:
Types: - Mix: Mix colors - Add - Multiply - Overlay - Color BurnColorRamp Node:
Uses: - Color gradient mapping - Mask control - Value remapping - Custom falloff
Procedural Texture Nodes
Noise Texture:
Parameters: - Scale - Detail - Roughness - DistortionWave Texture:
Types: - Bands - Rings Profile: Waveform profileVoronoi Texture:
Distance Metric: - Euclidean - Manhattan - Chebychev Feature: Feature type
Advanced Material Techniques
# Python Node Tree Operation Example
import bpy
def create_procedural_material(name):
# Create a new material
mat = bpy.data.materials.new(name=name)
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
# Clear default nodes
nodes.clear()
# Add nodes
output = nodes.new('ShaderNodeOutputMaterial')
principled = nodes.new('ShaderNodeBsdfPrincipled')
noise = nodes.new('ShaderNodeTexNoise')
colorramp = nodes.new('ShaderNodeValToRGB')
# Set positions
output.location = (300, 0)
principled.location = (0, 0)
noise.location = (-400, 200)
colorramp.location = (-200, 200)
# Connect nodes
links.new(noise.outputs['Fac'], colorramp.inputs['Fac'])
links.new(colorramp.outputs['Color'], principled.inputs['Base Color'])
links.new(principled.outputs['BSDF'], output.inputs['Surface'])
return mat13.3 Geometry Nodes System
Geometry Nodes Concepts
- Geometry Data: Geometric information like meshes, curves, point clouds, etc.
- Attribute System: Data stored on the geometry (position, color, normal, etc.)
- Instancing: Efficiently copying and distributing geometry
- Procedural Modeling: Generating geometric shapes through algorithms
Basic Geometry Nodes
Mesh Primitive:
- Cube - Cylinder - Ico Sphere - PlaneTransform:
- Transform: Transform geometry - Rotate - Scale - TranslateInstance:
- Instance on Points - Rotate Instances - Scale Instances
Attribute System
Attribute Types:
- Float
- Integer
- Vector: Position, velocity, etc.
- Color
- Boolean
Common Attributes:
- Position
- Normal
- Index
- IDDistribution and Scattering
Distribute Points on Faces:
Inputs: - Mesh: Target mesh - Density - Seed: Random seed Outputs: - Points: Distributed points - Normal: Normal directionRandom Value:
Types: - Float - Integer - Vector - Boolean
Example: Procedural Forest
Forest Generation Workflow:
1. Terrain Mesh → Distribute Points on Faces
2. Random Value → Generate random scale and rotation
3. Collection Info → Get tree models
4. Instance on Points → Instance trees on points
5. Rotate/Scale Instances → Apply random transformations13.4 Advanced Geometry Node Techniques
Geometry Operations
Mesh Operations:
- Join Geometry - Separate Geometry - Mesh to Points - Points to VolumeCurve Operations:
- Curve to Mesh - Curve Length - Sample Curve - Trim Curve
Field System
Field Concept:
- A value calculated at each point/element
- Can be a position-dependent function
- Supports mathematical operations and conditional judgments
Common Field Nodes:
- Position
- Index
- Random Value
- Noise TextureSelection and Masking
Selection System:
- Compare: Comparison operations
- Boolean Math: Boolean operations
- Switch: Conditional switching
Application Example:
Select points with Z > 0 → Instance only in the upper half13.5 Compositor Node System
Compositing Concepts
- Pass: Different layers of rendered information
- Multi-pass Rendering: Outputting color, depth, normal, etc., separately
- Post-production Compositing: Combining multiple render passes
Basic Compositor Nodes
Input Nodes:
- Render Layers - Image - Movie Clip - MaskOutput Nodes:
- Composite: Final output - Viewer: Preview node - File Output - Split Viewer
Color Correction
Color Nodes:
- Bright/Contrast
- Hue Saturation Value
- Color Balance
- Curves
- GammaFilter Effects
Blur:
Types: - Gaussian - Bokeh - Motion - BilateralFilter:
- Sharpen - Laplacian - Sobel: Sobel edge detection - Prewitt: Prewitt operator
13.6 Node Group Management
Creating Node Groups
Creation Steps:
1. Select the nodes to be grouped
2. Ctrl+G to create a node group
3. Set input/output interfaces
4. Name and save the node groupNode Group Interface
Group Input/Output:
- Add input parameters
- Set default values
- Name parameters
- Set data typesNode Group Library
Node Group Management:
- Save to .blend file
- Asset Browser integration
- Reuse across projects
- Version control13.7 Practical Node Templates
Metal Material Node Group
Metal Material Composition:
- Base Color: Metal color
- Metallic: 1.0
- Roughness: Low value (0.1-0.3)
- Normal: Detail normal
- Add scratches and dirt effectsFabric Material Node Group
Fabric Features:
- Subsurface: Subsurface scattering
- Roughness: High value (0.7-1.0)
- Sheen: Fabric sheen
- Normal: Fabric textureProcedural Building
Building Generation Workflow:
1. Base geometry (cube)
2. Randomly divide into floors
3. Generate windows on the surface
4. Add detail decorations
5. Apply materials and textures13.8 Performance Optimization
Node Tree Optimization
Optimization Strategies:
- Avoid unnecessary calculations
- Merge similar operations
- Use simplified versions for preview
- Cache complex calculation resultsGeometry Node Optimization
Performance Considerations:
- Instancing is better than copying
- Point clouds are better than dense meshes
- LOD (Level of Detail) system
- View frustum culling13.9 Practical Projects
Project 1: Procedural City
Key Techniques:
- Road network generation
- Building distribution
- Detail instancing
- Material variationProject 2: Procedural Terrain
Implementation Steps:
1. Generate height map with Noise texture
2. Apply terrain with Displace modifier
3. Distribute vegetation based on height/slope
4. Add roads and buildingsProject 3: Procedural Material Library
Material Types:
- Wood texture series
- Metal surface series
- Stone texture series
- Fabric material seriesPractical Exercises
- Create a procedural grass system
- Animate dynamic materials
- Build a modular building system
- Design a post-production compositing workflow
- Develop a node tool library
Key Takeaways
- The node system is one of Blender's core technologies
- Shader nodes control the appearance of materials
- Geometry nodes enable procedural modeling and distribution
- Compositor nodes handle post-production compositing
- Node groups improve work efficiency and code reuse
- Attribute and field systems provide powerful data processing capabilities
- Procedural workflows are suitable for large-scale scene creation
Next Chapter Preview
The next chapter will cover compositing and post-processing, delving into multi-pass rendering, color correction, and visual effects creation techniques.
