Blender Eevee Nebulae free tutorials. Part 3.

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[Music] Wow 500 subscribers thank you so much people hello and welcome my name is Andrei Sokolov I'm city artists generalist and developer and today we are gonna be recreate in the AV nebula from base video [Music] first of all I would like to say that the ideas of the initial video and of the whole tutorial serious burns part by gorgeous works by 10 wonders own if you don't know who is he you should definitely check out his channel for the most beautiful nebula in the whole universe and also I should mention the great research and art works done by Gleb Alexandra with great in nebula in blender I am happy to live on the same planet and at the same time with such people ok let's jump right into it I will be using blender version 2.8 e 3.1 which you can download for free from the official blender site select default light accelerated select default cube press s 50 to scale it 50 times this time we will need a really large nebula domain in outliner rename the cube object to nebula selected in the viewport press ctrl a and choose scale to apply scale go to the materials tab and rename cube material to nebula I like to keep things organized from the very beginning pull off timeline window to get some more room in the 3d viewport press 0 numpad 2 and for the camera view go to the timeline and change the window type to shader editor change 3d View mode to rendered by pressing Z and choosing rendered change their shader editor type to world and holding ctrl + right mouse button cut out this link node Wrangler atom must be enabled switch back to the object mode select default principle based AF and press X to delete it then press shift a and choose texture musgrave texture control shift click on it to see how it looks with the viewer change its type to ridged multifractal and play with the settings crank up detail all the way up to 16 lower dimension all the way down to 0 adjust like unity a little bit up to 2 point to increase gain until you start to get this energy luke something about suzerainty tweak of sad just attach down to minus point zero three and lower the scale down to minus 1.5 now as we've got this dark energy Lorcan texture we need to invert it as we already know in blender colors are represented as certain digits black means zero white means 1.5 means gray the combination of those numbers for the base red blue and green channels gives us all colors this means that we can perform the usual math operation of the color rallies and the color will be changing accordingly to those separations so press shift a and choose converter map range what it basically does is just converts one range of numbers to another so to invert and command color values from the texture we just need to swap from mean and from max values then we said to mean to minus 500 and to max 222 map the inverted and common result between those two values so the most part of the inverted texture values now should turn out to be under the zero because we have said to mean parameter far below zero so we will see unless those few parts of the texture which were left in the range between zero and twenty set into max value this allows us to achieve their sharp edges Lucan volumetrics which we will be able to see a minute later press shift a shader principle to volume connect the map range output to the density and connect the shader to the welcome socket of material output because we will be working with the material not visit surface Frank a permission strange just attached to start to see something or maybe it would be even better now to connect map arrange entry to avoid unnecessary mission on the barrel usable parts of the density and let's add even more shift a converter math changed its mode to multiply and set the value to something like point zero zero one two lowers in camera will use from the texture to emission strands it is too much so let's better change the type to power instead and here we start to see something something blocky so we go to the render settings look for the roller metrics and adjust some settings set tile size to the minimum two pixels crank up samples all the way up to 256 and the just distribution all the way up to one the tile size effects will be metric textual precision which means how sharp spaces volumetric samples together with render samples are extremely important values which determine what parts of the volumetric texture will be drawn if any of them is set to the too low number you will get some weird letter noise are effects especially on the animation because certain parts of your volumetric textures just won't be drawn at all the distribution allows you to draw more samples closer to the camera which should adjust the quality when we are gonna fly right inside our nebula now in the 3d viewport press zero on the numpad to enter the camera view and press shift tilde key to fly around like in the video game and find a good point of view this looks nice but I would like to adjust some camera settings to get more wide view angle so I select the camera go to the camera settings and change the focal lengths to 35 millimeters now let's continue to tweak our William metric material select the nebula object jump back into the shader editor select the power node press shift D to duplicate it and plug it right before the density input let's increase the exponent value to something like two point zero four be sure that this value is not some even number I mean that it cannot be evenly divided by two because in this case we also use negative values coming from the map range and the negative value multiplied by the same negative value which is what exactly power function does will give you a positive value which will allow all what we've done before so as I said we set it to some fluid number near the two but not to itself get some more room select musgrave texture and press shift D to duplicate it as we've already got the main clouds we will be using it for adding a semi-transparent star gas floating between those main clouds control shift click on it to see it with the viewer and shoot right-click to cut out this shader link now we need to make some adjustments let's increase the scale to some value closer to the zero to get larger clouds - point 25 for example lowers detail to seven or eight to make the texture smoother leave dimension as it is maybe Laurel acuity and offset just attach gain seems to be okay select map range shift D to duplicate it and plug right after the new Musgrave texture we don't need such an unbalanced range here those clouds should be spread more evenly so we change to mean and to Maxwell used - -10 + + 10 duplicate any math note and blankets right before the density input change the mode to add because we will be adding the gas to the main cloud duplicated one more time and plug after the second map range change the mode to multiply to control the amount of this gas texture and set the value to some extremely low number something like point zero one or even minus point zero one which will invert it back but in this case it doesn't really matter much because all they need from it is to get some barely visible semi-transparent clouds in between the main clouds connect multiply to add so now we've get the first texture with just a touch of the second texture blended to it now we will do the same for emission strengths duplicate a couple more math nodes black one right before emission strains and change the mode to add connect the second map range to this free math node be sure it is set to multiply and connect it to that add node so now we start to see how our gas starts to glow let's play with them out of that glue maybe set it to some positive value instead of we did for the density in the 3d view is around now better and shift to the till flat round I'd like to get some more glue to the main Klaus so back to the right answer get some room duplicate some of the masked nodes with shift D and black it's right the fourth a gas glow at node let's crank it up maybe to ten yes looks good make some clean up to keep things organized and now we'll start to add a color as in the previous lessons we will be using a different type of texture to add the color press shift eight texture nice texture and connect it to a mission color let's leave the scale at five crank up details all the way up to sixteen and we'll leave it like here for now press shift a converter color ramp change the black color to a samsung ready and the white color to something bluish flat around to see how different parts of the world metric clouds look now and flavours the colors till you get some results you like and now we will to another thing which we haven't done in the previous tutorials we will use density and absorption colors to add another interesting effect so we add another color ramp press shift a converter color ramp black color texture indeed and plug it into the volumetric color let's make it something blueish from the dark deep blue to the very light blue the effect here is very subtle because we don't use external light but now it will become more obvious as we start to use it for absorption in order to do this properly we need to change the hue so we press shift a color hue saturation connect the color ramp to the colour socket and connect it to the absorption color but before we start let me show you how absorption works depending on its color value it starts to absorb a certain amount of light passing through it so when by default it is set to black it absorbs nothing because black is zero so the amount of absorption equals zero but when we start to increase this colour value pushing it closer to the white which means to the one it starts to absorb a certain amount of light or emission in our case this also means that if we use a certain saturated color from absorption it subtracts this color from the emission colors so we need to turn the hue all the way up to the one to absorb the emission colors opposite to the volume color it may sound a bit complicated but you just need to try it out and play that the settings to better understand how it works so that's what I'm going to do next just play a variation and absorption colors to get the result I like also I would like to rearrange notes a bit not to be confused by a mess and their meanings I select the first texture and map range press ctrl J to add a frame around them and name it clouds main do the same with the second texture select control J name it gas select color nodes ctrl J and name it colour select maths nodes press H to hide them and ask to scale them down take a flat round which should fill the key to see the world metrics from different size to ensure that everything looks good now I want to add some stars and this time I will be using the different technique I will be adding them directly to the volumetric texture instead of making a particle system like we have been doing in the previous tutorials actually it is more unpredictable render slower needs more RAM more render and volumetric samples to even start in something and in some cases some of the stars randomly just won't be rendered at all but anyway I want to show you this technique just you to know that it exists and you can make things this way I press shift a and choose texture or no texture we will be using Voronoi cells to get our stars ctrl shift click on it to add a viewer shift right click to cut out the shader link and we see those giants house let's increase the scale up to 10 to make them smaller press shift a converter map range we need those black chorus to become white so again we invert and come and texture by swept and from mean and from Max values but now we need to set from meanwhile you very low to leave all these Merle spheres and cut out all other color information clamp checkbox in this case must be checked so we set it to something like point zero four or even lower and let's add it to the emission strength by duplicating this add note with shifty blackening it right before the emission strings input also we will need to control its brightness so I press shift a converter mask and set it to multiply connect the shader back to the output you might just control shift click on it and now we start to see there is tiny pale stars let's increase their brightness by cranking up multiply well you're really high and make them even smaller by setting map range from mean value to even lower well yeah sounds like point zero one in the 3d viewport press 0 on the numpad to enter the camera view maybe set stars multiply well you buy something even higher like 500 to make them really bright and this time I will add some bloom I go to the render settings enable bloom and set intensity up to 0.1 you can try to play more with the colors of emission and absorption to get more interesting results or ruin everything you already done depending on your level of luck but anyway I'd like to add HDRI to it so I switch shader editor to world mode connect background back to world output select background and press ctrl T to add an input texture with texture coordinate and map node press open and find a path to my favorite self-made age right selected and press open image now it is blacked into the background but I can't see it because background should be plugged into the server is not an into the volume switch back to the object mode make some more color adjustments if you would the one more thing I'd like to do is to rotate background environment so I switch shader editor back to the world mode and in the mapping node rotated till I get a result I like this is space so I don't care about vs. up and down here because there was no up and down and I can rotate it depending only on what I like to feel my cell like the mast okay that will do don't forget to crank up render samples make sure that they are not lower than volumetric samples because I remind you that for volumetrics sample really matters so ever since seems to be ready and I can press ctrl F twelve to render animation [Music] well writes thanks for watching don't forget to subscribe this channel and press the like button leave your comments you can download the projects file from the link in the video description so I wish you good luck in making your own even nebulas and I hope to see you in the next videos bye bye
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Channel: Andrey Sokolov
Views: 59,642
Rating: undefined out of 5
Keywords: blender 3d, eevee, blender eevee, blender tutorial, eevee nebula, nebula, nebulae, nebulas, blender 2.8, blender 2.83, blender 2.83.1, blender 2.83.2, eevee render, vfx breakdown
Id: Jh1p82AJkaU
Channel Id: undefined
Length: 15min 30sec (930 seconds)
Published: Fri Jul 10 2020
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