Build Any Material in Blender: Shading Basics (5.2)

Instructor:
Chris Bailey

Fundamentals of Materials and Shading shows how to build realistic and stylized surfaces in Blender 5.2 LTS using the Shader Editor, from glossy and diffuse shaders through volumes, hair, and the Principled BSDF. Chris Bailey teaches the course, building on the original material by Jonathan Lampel, and it culminates in shading the specimen tank and alien creature built in the Mesh Modeling course.

Why take this course?

Materials are what separate a gray clay model from a surface that reads as metal, skin, glass, or fire. This course builds a foundational understanding of shaders themselves, the node level building blocks, before textures ever enter the picture, so you understand what you are actually looking at when you break down a real world material and rebuild it in 3D.

What you'll learn

  • Core shader building blocks: glossy, diffuse, and how to mix and add them together.
  • Transparency, holdout, refraction, glass, translucency, and subsurface scattering.
  • The Metallic BSDF and ray portal nodes.
  • Volume shaders: scatter, absorption, and volume coefficients for smoke, mist, and clouds.
  • Emission, sheen, and toon shaders.
  • Fresnel and roughness, and how they combine with the Principled BSDF.
  • The Principled Hair shader for fur and hair, and Principled Volume for simulated fire and explosions using VDB files.
  • Applying everything to shade the specimen tank and alien creature from the Mesh Modeling course.
Material and shading techniques animating in Blender

Materials You Will Create

Throughout the course, you will build these shader types on a dedicated shader ball before applying them to real objects: a metallic glossy and diffuse mix, a volume shader for translucent and smoky surfaces, the Principled Hair shader for fur, and the Principled Volume shader driven by simulated VDB fire data. Everything comes together in the shading exercise, where you materialize the specimen tank and alien creature from the Mesh Modeling course.

Glossy and diffuse shader mix demonstrated on a metallic shader ballVolume shader creating a translucent skin-like material on the shader ballPrincipled Hair shader creating fur on the shader ballPrincipled Volume shader driving a simulated fire and explosion effect

By the end of the course

By the end, you'll have a working, node level understanding of how Blender's shaders combine to create a material, and be ready to build convincing surfaces for metal, glass, skin, fire, and anything in between.

Recommended preparation

This course assumes general comfort with Blender's interface. It pairs directly with Mesh Modeling, since the culminating project shades the specimen tank and alien creature built there, though project files are provided if you haven't taken that course yet.

Chris Bailey, Materials and Shading instructor at CG Cookie

YOUR INSTRUCTOR

Chris Bailey

Chris teaches Materials and Shading at CG Cookie, building on the original course material by Jonathan Lampel. He takes you from glossy and diffuse shaders through volumes, hair, and the Principled BSDF, then applies it all to shading the specimen tank and alien creature from the Mesh Modeling course.

Frequently Asked Questions

Do I need modeling experience before starting?

No, though the course pairs directly with Mesh Modeling, since the culminating project shades the specimen tank and alien creature built there. Project files are supplied if you have not taken that course.

Which Blender version does this course use?

Blender 5.2 LTS, a long term support release that continues to receive bug fixes as newer versions of Blender ship.

What will I actually build?

You will build a working understanding of every major shader type by testing them on a dedicated shader ball, then apply what you have learned to shade the specimen tank and alien creature from the Mesh Modeling course.

Does this course cover textures?

No. Materials and texturing are taught as two separate courses, since they are separate concepts. This course covers shaders themselves, and Fundamentals of Texturing follows immediately after.

Does this course cover volumes, like smoke and fire?

Yes. The course covers volume scatter, absorption, and coefficient nodes, along with the Principled Volume shader, which can be driven by real VDB simulation data such as flame and density attributes.

Course Curriculum