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 map
Mix Node:
Types: - Mix: Mix colors - Add - Multiply - Overlay - Color Burn
ColorRamp Node:
Uses: - Color gradient mapping - Mask control - Value remapping - Custom falloff
Procedural Texture Nodes
Noise Texture:
Parameters: - Scale - Detail - Roughness - Distortion
Wave Texture:
Types: - Bands - Rings Profile: Waveform profile
Voronoi 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 mat
13.3 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 - Plane
Transform:
- Transform: Transform geometry - Rotate - Scale - Translate
Instance:
- Instance on Points - Rotate Instances - Scale Instances
Attribute System
Attribute Types:
- Float
- Integer
- Vector: Position, velocity, etc.
- Color
- Boolean
Common Attributes:
- Position
- Normal
- Index
- ID
Distribution and Scattering
Distribute Points on Faces:
Inputs: - Mesh: Target mesh - Density - Seed: Random seed Outputs: - Points: Distributed points - Normal: Normal direction
Random 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 transformations
13.4 Advanced Geometry Node Techniques
Geometry Operations
Mesh Operations:
- Join Geometry - Separate Geometry - Mesh to Points - Points to Volume
Curve 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 Texture
Selection 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 half
13.5 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 - Mask
Output Nodes:
- Composite: Final output - Viewer: Preview node - File Output - Split Viewer
Color Correction
Color Nodes:
- Bright/Contrast
- Hue Saturation Value
- Color Balance
- Curves
- Gamma
Filter Effects
Blur:
Types: - Gaussian - Bokeh - Motion - Bilateral
Filter:
- 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 group
Node Group Interface
Group Input/Output:
- Add input parameters
- Set default values
- Name parameters
- Set data types
Node Group Library
Node Group Management:
- Save to .blend file
- Asset Browser integration
- Reuse across projects
- Version control
13.7 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 effects
Fabric Material Node Group
Fabric Features:
- Subsurface: Subsurface scattering
- Roughness: High value (0.7-1.0)
- Sheen: Fabric sheen
- Normal: Fabric texture
Procedural 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 textures
13.8 Performance Optimization
Node Tree Optimization
Optimization Strategies:
- Avoid unnecessary calculations
- Merge similar operations
- Use simplified versions for preview
- Cache complex calculation results
Geometry Node Optimization
Performance Considerations:
- Instancing is better than copying
- Point clouds are better than dense meshes
- LOD (Level of Detail) system
- View frustum culling
13.9 Practical Projects
Project 1: Procedural City
Key Techniques:
- Road network generation
- Building distribution
- Detail instancing
- Material variation
Project 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 buildings
Project 3: Procedural Material Library
Material Types:
- Wood texture series
- Metal surface series
- Stone texture series
- Fabric material series
Practical 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.