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Get Started## Building a Parametric Stamped Metal Material

### Procedural VS *Parametric*

These terms are closely related in computer graphics and you can find their true meanings debated in various CG forums. We've taught a bunch of procedural material workflows but none that really qualify as "parametric" until now.

In short, this workflow teaches you to generate unique tileable patterns from Blender's built-in nodes - in this case a stamped metal pattern. While that may sound exactly like a procedural workflow, parametric represents a level up in terms of flexibility and complexity based on math that generates custom "parameters" for this pattern. *Parameterization is also why Substance Designer can do the **things it does*.

### What You Will Learn

Like procedural workflows, we start from standard Blender nodes to generate a texture pattern. But then we take a deep dive into math operations that you've likely never explored before. These enable us to generate custom tile patterns to suit our needs.

This is a powerful lesson in Blender's nodal shading capabilities. Don't miss it.

Let's explore some seldom used functions from the Maths node to generate a fully-controllable tiled texture! If you're allergic to mathematics, no need to worry: This tutorial is not a maths class but it will help you understand what some operations do in a CG context.

To the math teacher that may watch this tutorial, I apologize in advance if the explanations are overly simplified!-Thibaut