Blender Studio
  • Films
  • Projects
  • Training
  • Assets
  • Blog
  • Community
  • Join
  • BLENDER.ORG

    • Download

      Get the latest Blender, older versions, or experimental builds.

    • What's New

      Stay up-to-date with the new features in the latest Blender releases.

    LEARNING & RESOURCES

    • Blender Studio

      Access production assets and knowledge from the open movies.

    • Manual

      Documentation on the usage and features in Blender.

    DEVELOPMENT

    • Developers Blog

      Latest development updates, by Blender developers.

    • Documentation

      Guidelines, release notes and development docs.

    • Benchmark

      A platform to collect and share results of the Blender Benchmark.

    • Blender Conference

      The yearly event that brings the community together.

    DONATE

    • Development Fund

      Support core development with a monthly contribution.

    • One-time Donations

      Perform a single donation with more payment options available.

Training Highlights
Facial Rigging
Blender Fundamentals 4.5 LTS
3D Printing with Blender
Video Log #6: Promo video

Training types
Course Documentation Production Lesson Worskhop

Training categories
Animation Geometry Nodes Lighting Rendering Rigging Shading
Film Highlights
Singularity
2025
Wing It!
2023
Spring
2019
Hero
2018
Project Highlights
Impulse Purchase
Showcase
Project Storm
Showcase
DogWalk
Showcase
Project Gold
Showcase
Assets Highlights
Characters
Models & rigs
Assets
All production files
Libraries
Curated sets
  • Sprite Fright

One Thing I’ve Learned From Sprite Fright: Shading Edition

Art meets science meets awesome. Shading overlord Simon Thommes on scripting, tool creation, and (naturally) shading.
  • Update
  • 6 Apr 2021
  • 3 min read
Christian Bunyan
Christian Bunyan Author
Report Problem

Sprite Fright is Blender's new Open Movie, now in development. You can follow progress and updates on the Cloud. This week, Shading Artist Simon Thommes explains what the production has taught him so far, from shading to scripting, and much more.

From a physics degree to digital painting, Simon's skills cover both science and art. Given such a flexible brain it's unlikely that Simon would pick just "one thing."

And that's indeed the case.

"I've learned so many things working on Sprite Fright already," he says. "It's hard to pin it down. I came into the project having no production background, so that's all new to me."

Aside from experiencing a production environment for the first time, Simon has picked up "hundreds of small technical things about shading, and also other aspects of 3D filmmaking." For him, this broad education is a big benefit of a small crew.

Fresh work from Simon: Sprite Fright's extra plush spider.

Okay, Fine: One Thing

"But if I had to pick one thing it would be that making a 3D short means a lot of problem-solving. For that, you have to get creative. You have to both use and misuse all the tools at your disposal. In Blender's case, you even make new tools as needed."

That's especially true on Sprite Fright, an ambitious project on a budget. "We need creative solutions to achieve what we want with the restrictions we have. For shading specifically, I am always trying to keep my workflow as procedural as possible. That usually doesn't get me all the way. However, it does give me the power to change parameters on the fly. It's a very dynamic workflow in which I can constantly reuse and modify assets."

That being said, a procedural workflow brings its own challenges. "Every shader needs some specific feature, which means we have to develop a unique solution. One that's supposed to work within the context of a fully animated character."

Of course, these solutions trickle down to users: part of the reason for making Open Movies is to push Blender's capacities, translating to practical, artist-focused improvements in future releases.

Face mapping tech, an example of a unique solution developed for Sprite Fright.

The Second One Thing

"Beyond shading, the part of a procedural workflow I've also learned a lot about is automating steps with Python scripts. That's something I've dabbled in before, but working on Sprite Fright I'm really seeing the potential of Blender's Python API. I am growing pretty accustomed to writing a quick Python script. Automation can be a huge time-saver and scripting with Python is fun."

Fun with Python: Simon's script for vertex color channel painting [ View File ]

The Third One Thing

Simon says, "As an example of new tools created directly within Blender, there's the Geometry Nodes project that I'm also involved with."

Geometry Nodes is the first stage in a wide-ranging initiative called Everything Nodes. As the name suggests, Everything Nodes seeks to make everything in Blender nodes based, giving you the choice of making art using traditional 3D approaches, or opting for a procedural workflow. While nodes take a minute to master, their added flexibility means they soon become invaluable, particularly if you're constantly updating work in response to feedback.

That's an enormous plus in film production. Simon explains, "Geometry Nodes focused very much on supporting our work on Sprite Fright." While still taking baby steps, Geometry Nodes has already proven super-helpful for everything from set-dressing to foliage distribution to picking the perfect pattern for moss.

Simon shows how to get the most out of moss with Geometry Nodes. [ View File ]


For an introduction to Simon's unique approach to creative problem-solving, have a look at this pocket-sized PhD: Procedural Shading: Fundamentals and Beyond.

And if your curiosity is piqued by Python, have a look at this series on scripting addons.

Join to leave a comment.

Films Projects Training Blog
Characters
  • Storm
  • Mikassa
  • Whale
  • Ballan Wrasse
Studio
  • Terms & Conditions
  • Privacy Policy
  • Contact
  • Remixing Music
  • blender.org
Blender Studio

The creators who share.

Artistic freedom starts with Blender powered by CG Global Entertainment Ltd.
粤ICP备2024327355号-3