Blender Tutorial - Create Realistic Mountains Free!

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hey guys it's Steve here from CG geek with another exciting blended tutorial in this tutorial we'll be creating some realistic mountains like a flyover that you might see in a lore the Rings movie so about six years ago when I first created this channel I posted this mountain flyover and at the time I thought it was pretty cool and I was pretty impressed with it but obviously now six years later now that have gotten a lot better fit blender I can see how not good it was and now that one just got a whole lot better and I've improved myself and 100 tutorials later on my channel I'm here to give you guys a new video on how to create a realistic Mountain flyover just like this one [Music] before I get into the tutorial if you want to download the finished mountain scene you see right here you can do this with just three bucks over on my patreon page you're also supporting me and keeping me going for more tutorials so if you want to skip the tutorial and just jump to the finished scene you can do that for just three bucks and do whatever you want with this scene then and you also get access to all the other tutorial files on my channel so if there's something saw and you want it for just three bucks you can go over there and download it okay so now on to the tutorial okay so first off you want to download the beta version for blender 2.8 you can do that following the link in the description blender builder org go ahead and download and install that and then it'll be ready to follow along because we'll be using some of the new features in the upcoming version of blender so with that installed you can go ahead and open blender and first women enable the landscape generator add-on now I know I've used this add-on in the past but it's gotten some recent updates and it's very capable of creating really great-looking landscapes to go ahead and go to user preferences add-on and just start typing out landscape here and you'll see the add-on there you want check the box to enable it and you're ready to go so my goal with this tutorial was to make it completely free for anyone to follow there's some really good paid software out there as well but I didn't want to have to charge anything for you guys to be able to follow this tutorial I want to be completely free and we can do this completely in blender using its built in add-ons and get really great results so now that you've enabled that add-on you'll have this option here I'm just going to bring up my toolbar a little bit and I'm just going to start by deleting the cube here so I'm going to hit X delete and then shift a and add in a mesh landscape and there's our little mountain it's a it's going to grow into a big mountain in a second here I'm just bringing up our tool bar here and you can see all of this in settings we have now if you've used this add-on before you can see that it looks a little different now they've made some nice improvements to it and it's pretty nice so I'm going to start by making this mountain quite a bit bigger and that's going to be about changing the mesh X&Y let's start by giving the X about a 14 and the y about an 18 just so we have a nice kind of wide mountain here and then I'm going to drop to the bottom here and change the fall-off type from X&Y to be just X so it continues the mountains on both ends of the Y so I'm not going to be showing you guys exactly what every single setting does because I don't want this video to take too long just to kind of show you the settings I use to get some pretty cool-looking results so let's start by changing our noise type right now it's at zero terrain he trying not exactly shadow flounce that but I'm gonna go to slick rock found this gives some really nice results and now we have to make the height of our mountains a little bit more because we change the scale it's not really tall enough anymore I stick it when I'm saying so I'm going to take the height up a bit here and you'll see that it kind of starts hitting a plateau and that's because our maximum is set to just one we want to increase this to be more like a five so the mountains can continue up higher alright so that's looking a flicking okay but a little bit pointy and that's because the noise size is too small we want to increase the noise of this noise to be a little bit bigger so let me go ahead and bring this up to be about Oh we'll go for it's about what I used and you can see again some cool mountain formations already and now I'm going to go ahead and give it a little bit more depth that's looking a little better and then I'm going to change the size of the scale a little bit this is the not the size of the mesh but the size of the noise along the X&Y because I want it to be a little bit bigger on the Y that is the X I'm going to give this about two point three I thought it stretches it a little bit and then I'm gonna give the X about a one point six and that kind of gives us a nice looking Mountain there you can see it coming together nicely and you can tweak these settings like I said as much as you want to get more of the desired results but just something that I thought looked be good around here all right so I'm a few more settings we can change but we're kind of getting getting down to it let me see here there's different noise patterns you can choose I think I'm gonna stick with blender but you can just see well that's not exactly what we want but suddenly this will give some different results a little bit most of them exactly what we're looking for I'm just gonna stick with blender but up here you can see that we now have all these different presets if you want to experiment with those and instead of creating something more like I'm doing here and you'll get some cool results with those presets as well but I like being able to tweak all the settings to get something a little bit more like what I'm looking for you can kind of tweak the offsets your a little bit to to position your mountains just how you like them maybe move them a little bit that way is nice okay and now I'm going to do something with the edge level so if we kind of go to this point here I'm moving with my middle mouse wheel if you click away you will lose your settings so be careful not to do that because we don't want to select something else and lose all these settings is that only here as long as we're modifying the mesh and then they go away once you're done so keep that in mind but yeah the edge level here I'm going to give it a little bit more so just covering the edge up a little bit and then the fall-off on the X I'm going to increase a little bit just to kind of bring the edges to Mountain up a little bit more something like that looks pretty good okay and now there's just a few little things you could tweak distortion can give you some good results just leave that at one for now and that is about what I set up now there's more like I said that you can experiment with you can even try different seeds for different mountains and most of these aren't exactly what you'll be looking for but you can definitely get some different mountain shapes that would work well doing this as well but I'm going to stick with the random seed 0 like it did in the tutorial or not the tutorial but my project you could say and then I'm going to increase the resolution the resolution is something you want to do laughs because it's um it's going to make everything take a little bit longer when you start switching through different settings you can some cool effects here you can drop in but again most of them are things that we don't really need to use just done some the new features but that should do it for the base mesh so what I'm going to do now is I'm going to increase the subdivision to about 256 now this is going to depend on what your computer can handle 256 is pretty easy though and most systems should be able to do that with no problems but I'm alright with that set to 256 you can go ahead and click away if you're happy with all of your settings but remember this is last chance you have to tweak things so you might want to go ahead one last time and just kind of see if if one of these settings does something amazing for you I think I'm going to leave it at that's though as it looks pretty good that's kind of a distant mountain if you imagine kind of flying over it you can get some cool looking results maybe I can increase the noise scale just a little bit well now can't really go I lose too much the details to do that but you can increase the height a little bit or a little less if you want again now I think 4 is pretty pretty normal looking so now that I'm happy with that we hit tab and you can see I lose all my settings so make sure you were happy with them and then move on so there is our landscape and to get on with the tutorial the next thing is going to be using micro displacements so that is going to be what we do now okay so to get started with micro displacements as a few things when I have to do right off the bat and that is switch to cycles render and now we're going to choose experimental just because this may be experimental so I'm not positive at this point but it might be and then we're going to add a subdivision surface modifier to our mesh here so subdivision surface I'm going to change it to adaptive so with that checked we're going to be using subdivision surface and and the micro displacements with adaptive and then back in your render settings here if you go to geometry you can see you have the subdivision rate here and this is how high quality it's going to be basically depending and how close the camera is to the mesh so it's a really cool really cool feature that I've just been really loving in blender so to start we're going to have to unwrap our mesh so just go ahead and tap into edit mode select everything with a hit U and choose unwrap you might take a little bit of time because of the high density of the different vertices in this mesh but um it usually just takes about that long so with that done we can go ahead and give it a material so if it a new cycle of material here and any displacement settings this is something that's important and the micro displacement won't work and let's do this you want to change the displacement settings here from bump to true and with that set we should have micro displacement working when we give it a displacement map so I'm going to go ahead and split my window shoot by grabbing the bottom corner and pulling it up and here we can see we can open up a node editor so much is node editor and we can see our basic material I'm going to just leave the diffuse for now okay so I'm going to go ahead and add an image texture now for our displacement so go ahead and shift a and in texture image texture now this is just a black and white displacement texture that I downloaded and there'll be a link in the description for you guys we get it as well it's basically just some white and black values that will represent rocks and work really well in the micro displacement so with that added we can go ahead and take the color output drop it into the displacement now technically you'll have some micro displacement working right off the bat just by doing that but before I get that going I'm going to set up a text recorded node so we can title this across our mountains a few more times so it's not just one big giant rock let me go ahead and go shift a input texture coordinate drop that in right there now I'm gonna go to shift a vector mapping drop that in right there I'm going to take generated and we actually going to have to worry about UVs because it can be generated for this portion and then vector into the image texture okay so right now if I go into rendered view let me quick change to GPU we should see the micro displacements at work I'm just going to take a little bit of time to subdivide it up and you can't really see much and that's going to be just because it's not very intense so I'm going to go ahead and add a multiply node and that will give us some more intensity so to do that it's just convert or math drop it in here change the type to multiply and then I'm going to change the amount to be about one point four now if I tab twice it will update again and you can see by anticipating the landscape that it's updating and here we should have some more results as soon as it updates there you go you get a little bit of it working but again it's happening way too big because we never changed the scale on our mapping node so on our mapping node I'm gonna go ahead and change the scale to be about 28 by 25 so about what I went with and then there's ed I don't know if this makes difference or not I do have it set to 12 though so I'll just set that and we'll see if that makes a difference so hit tab twice to update the landscape and we should see the micro displacements across the whole mesh it goes and then you have it we have this this texture being tiled across the entire mesh and it's looking not very good because it's kind of all over the place yeah let me see if this makes a difference cheating at 2:02 having twice updated I don't believe this should make a difference but just to be sure see if it changes at all and no it doesn't really make a difference with the others ed there alright so with that done we can move on to the next step and that is telling the blender where we want the rocks and where we don't want the rocks so before I do any more work on the materials though it is a lot easier to kind of see the results you're getting once you kind of set up the lighting a bit so that's what I'm going to do now I'm going to go ahead and open up our environment map HDR and I kind of set up the lighting for our scene just so we can see exactly how things will be looking I'm going to delete the default lamp here by hitting X and delete let me go over to my world settings here and I'm going to go use nodes and then I'm going to choose color each environment texture right there I click open now and I'm going to use a texture from Greg's all its on its HDR Haven website it's an HDR dry field it's one of his free ones and it's one of my favorites so I'll give you guys a link in the description to that and I'm going to use the 8k version just because that's kind of good middle ground from high quality and not to crazy so I'm gonna click open and now down in my note settings here and let click the world settings so I'm using the world nodes let that open there and here you can see we have our HDR connected to our background connected to our world output so again I need to add in a texture coordinate so input texture coordinate and a vector mapping node just by hanging a twice and grabbing those nodes this again could be generated and drop it in to the HDR there alright so I'm going to go ahead and go to rendered view just so I can see where the Lighting's coming out and kind of tweak it here we go and there we have it so right now you can see that the lighting setup is not very good it's not looking it's not looking looking pretty flat just because of the direction that the light is shining and the lighting is so important to give the mountains there the three-dimensional kind of look and usually mountains have kind of a late Sun coming across them just because they don't get much Sun and that's why there's a lot of snow I guess maybe just an observation and so go ahead and kind of tweak the positioning of this HDR to give it a better angle of light so I'm going to start by dropping the HDR down a bit by increasing the z-axis to be about 0.4 and this just makes it look like a much later afternoon Sun and then I'm going to change some of the rotations so I found turning the rotation NEX a little bit tipping it just so it's kind of touching on more of an angle the light is coming a little sharper angle going up to about a point nine five and then rotating it around the z-axis to be about negative 107 is what I have my scene you can start seeing that you get a nice late afternoon sort of sun set on these mountains so just go - 107 and that's looking pretty good you can definitely see the displacement looks cool at that ankle and then tweaking the Y a little bit as well giving it a little bit more of an angle at about a point or five point seven negative three in some nice shadows and the displacement definite looks a lot cooler what's letting is setups the wedding is super important to get a nice looking results now the next thing you can do is tweak the colors of the HDR with this we're going to do with a RGB curves so just shift a RGB curves drop it in there and you can really get some interesting results by changing the colors of your HDR so I'm going to drop a pointing right there just by left clicking and then a point up here and by pulling this down I'm going to brighten the intensity of the Sun just a little bit now the reason we do this is because I want to turn down the intensity of the overall strength so the background and stuff isn't super bright it's going to drop that down to be about 0.5 and now I'm going to tweak the red green and blue channels by clicking red blue and green and I'm going to make it so it's a little bit more of a warm afternoon Sun so I'm going to go ahead and drop two more points in like before but only tweeze out one a little bit and tweak this one quite a bit more so the highlights are more red this is more for the highlights this is more for the shadows so giving a little bit of red you can see you get a nice sort of pinky afternoon Sun which isn't looking too bad now I'm going to go ahead and tweak the green and the Green is not going to be moved much but maybe just a little bit down just so we get a little bit more of a pinky look and then I'm going to go ahead and change the blue so checking the blue option right there I'm going to again reduce the amount of blue and the highlights just a little bit so we get a little bit more of the orange II afternoon Sun and you can tweak these that as much as you want maybe adding another one in the center to give yourself some more control over the kind of mid-tones they're something around that looks good though and we're getting more the desired result we're looking for maybe not exactly there yet you can go ahead and tweak the amount of redness you want and just until you get kind of the result you're looking for but something like that sometimes that should look pretty decent and before I go any further I want to kind of set up my color management so switching over to my color settings here color management I'm going to choose the filmic option again this is only here because I'm using the beta version of blender to choose the filmic option and we're going to choose kind of a base contrast here so choose the base contrast and filmic log' but that is it that's all we have to really change and you can see that we get that looking results all right it's cool this will give us way more control over the highlights and the shadows so the highlights don't look so blown out when we kind of increase the intensity of them a little bit so that's looking looking pretty good and I feel like we can go ahead and with a little bit go ahead and work on the materials mountain now okay so this is when things start getting a little bit more advanced but don't freak out don't forget and click away from the video right now is oh now nodes in there scary do not it's really not that bad it's some it's pretty simple and it's pretty easy to follow along even if you don't necessarily understand everything I'm just going to show you guys step by step exactly the nodes I use and that you should be able to file long very easily now what's gonna make this even easier is I'm going to go to file user preferences and enable the node regular add-on this add-on saves a lot of time by giving us some shortcuts and it'll be helpful along the way so with our mesh selected we we have our a little bit of displacement map here and I have this set to subtract but I want it to be multiplied and then let me tap that twice to update that real quick it should look something like this one second wheel and then what I'm going to do is also going to subtract a little bit from this because it it kind of sticks out a little bit too much of the mesh so I have to subtract a little bit to bring portions of it back down so I'm dropping a subtract node in and I'm going to go just about a point three right there to have twice to update that and that should look a bit better give it a second and we should see it kind of drop down with it alright so now we're going to be telling blender what portions of the mesh we want to be rock and what portions of the mesh we want to be snow and doing this we're going to use kind of a clever little node setup it's basically going to be taking the faces of the mesh that are facing the z-axis and using those as the points where we want snow and everything else to be the points where you want rock so um if that doesn't make sense it's okay you can just follow along and add the nodes in just like I do but we have start by adding the geometry node so we can take the normal factor from it so go ahead and go input geometry we'll drop that in right there and we're going to add in a math node so vector math no converter math right there and then we're going to add a combined XY and z node so I'm going to go ahead and converter combine XY and z and drop that in right there so that's the basics of it actually we have one more node want drop in and that's the separate x y&z so right here convertor separate XY and z this is just kind of drawing what faces or facing these that axis pointing faces out of blender by using these three nodes now we're just going to connect them like so the normal goes into the bottom of the math node and the vector goes into the top change the math node types from ad over to average so that's important don't forget to do that average is right okay sorry about that it's not a math node it's a vector math node so just converter and choose vector math my bad you just want to change it to average and then you can connect the normal to the bottom and the vector to the top and then connect the vector to the vector in a separate XYZ and here if I drop in a color ramp node so I'm just gonna go shift add color ramp connect the z-axis to the the color ramp here and if we go ctrl shift click on that you can see that the faces that aren't pointing towards the Y or I mean the said are black basically everything that's straight up to the Z is white if I kind of increase this here pull it in a little tighter everything when you look straight down at it is pretty white but from the side you get more black and that looks great for melling's so I'm going to go ahead and Center my camera back where I had it here a bit and we can use this to tell blender which areas of our mesh we want to be black and which areas to mesh we want to be white okay so with this set up like so I'm going to well first I want to disconnect the displacement here tab twice just so that's not putting the black point everywhere if this is more flat you won't see the black one of the edges you'll just see it on the mountains so this can be a little easy to tell what's mount and what's not and I found tweaking these settings a little bit can kind of give you a little bit better results on our x y&z here to go ahead and increase this a little bit to kind of tweak the positioning of the mesh and if you just tweak it a little bit you can kind of get some when that's looking a little bit slim but you can kind of tweak the amount of rock and not rock now this is what I had on mine but this is looking a little bit slim in my opinion you can change this from linear to constant and that might give you a little bit more and you can see that this is going to be where the rock is and this is going to be a bit of snow and tweaking these settings will basically tell blender how much we want to Beach so it's kind of playing around with these settings that actually looks pretty good maybe a little bit more along Y there negative Y and yeah I think that looks that looks pretty good um alright so with that setup I'm not really getting anything on the back here though so maybe a little bit more yeah it's kind of looking good and then you can obviously tweak the amount with the color ramp here as well so basically just tweak these settings until you get the right amounts of black and white I think that looks pretty good actually increasing the Y or the Z a little bit more this kind of gives you the angle you're looking for on your mountains maybe a little bit more white in there something like that and we can take this now and tell blender to only put the displacement in the black areas and yeah that's what I'll do now I'm going to drop in a multiply node after hour after hour subtract nodes here so color mix color mix RGB change it to multiply plug this one in the top and this one at the bottom if I drop it in there right now we can see well this is going to be the displacement okay and then if I drop this in right there we should see fit to have twice to update it bump bump we should have our displacement in the black areas and snow and white areas except you can't a legal control shift to click on that so it goes through our viewer note of course and there you have it well we have to turn the factor of the multiply to 1 sorry about that that was a noob move but with that done well bomb we also might have to invert it actually yeah because the black and white hip dip dip so adding a color inverts and here we have it dab it twice you see right now that's the displacements everywhere but the black we want to be just in the black so with that done done here we go there you have it the displacements are in just the black areas and not the white so that is the starch for our mountain looking pretty cool let's add in some textures so for the materials I'm going to be using the new principled shader in blender to just kind of speed things up and it works and looks very nicely so again using the beta version of blender because this won't be there in the other versions I'm going to delete the diffuse node there go shift a and add in our principled B SDF alright so with this node we can go ahead and just plug our textures into it and don't need to add a coffee node and a any other notes but the principle pretty much it just kind of keeps things simpler and looks great so with that said I'm going to go ahead and go shift a and in a texture image texture right there and I'm going to open up a snow texture this is from CG textures calm and I will include the links to the description but these are really cool because they come with the roughness the specular and the bump already so you can go ahead and just open up your your first color texture which is pretty much just white but I will just go ahead and do it anyways drop it in there and then I need to go ahead and add and the shift a vector mapping actually you know what I can just duplicate these done here duplicate these grab them over here and plug them in perfect now I'm going to want these to be tiled a bit more but yeah we can play with that later and then let's go ahead and connect this to the material output now we'll go ahead and update and put our snow as the white all right excellent so with that that in place you can see the the bump working a little better there I'm going to go ahead and add in some of the other materials here first things is we can change our mesh whoops let's count drag with a little bit so you can see it better to be smooth and this will kind of smooth out areas like this we can can see some of the bumps oops change to smooth shading that should anyways fingers crossed okay I think that might just be that yeah that's gone it's just a displacement if anything being low-res right now all right so it's going to be much higher quality when we render it's this just a preview resolution all right so let's go ahead and finish out this principled snow shader by duplicating our image texture here opening up the roughness again this is connected to the same vector and this just goes into you guessed it the roughness value so without that in there now I'll give it the right amount of roughness exactly and then we can go ahead and duplicate that one more time open up the specular connect the normal to the normal and the color to the specular right there on our principle node so that will just give us the right amount of shine on the snow for the kind of get some of those sparkles and stuff Lee woods and snow now I'm going to use a bump node as well but I'm not going to use the the normal node just because I was having some weird issues with that when I was trying to use it last time so I'm just going to use the bump ended up looking just as good in my opinion I'm just going to duplicate it for the last time grab that height map there and I have to plug this now into a vector bump node so it is vector bumps right there connect it to the normal connect the color to the height and then the vector to the vector again and here I can kind of show you guys just how much effect the bump is having by playing around with these settings a little bit you can see right off the bat it's way too strong and I'm just going to kind of drop it down to be like a point to see what that looks alright so dropping this down to about a point one in the strength and then changing it from color to non color data we can do that for all of these but the main color texture just because it's the proper proper way to do things we can also see that the bump might be a little bit too not tiled correctly and so to do that where it can increase the x-axis here to kind of find exactly how much we need to make it look so it's not titled so we're going to go ahead and crease that up a bit and then I'm going to also increase the Y a bit maybe not quite so much just a little less so yeah something a little bit more on the X little less than the Y because that's the shape of our mesh but look like that looks looking it's looking pretty decent maybe a little bit higher on the X just so it doesn't leather look too tiled alright so that should do it for our base sort of snow material the bump might still be a little strong we can we can tweak that down a little bit if it's getting it's looking too strong but I'm going to leave it like that for now and now just to stay a little bit more organized I'm going to grab all of these nodes that are our snow nodes by hitting B and grabbing them all and I'm going to go ctrl J and this will just add a nice frame around them I would kind of move them out of the way now and just kind of know right off the bat exactly what these nodes it for so kind of condensed it up a little bit there and yeah try and keep things a little more organized now you can grab the whole frame and move them all as one and it's just a little bit that our organization also I'm going to be duplicating these so ship D whoops control Z and you just select them all with B and shift D and we're going to be tweaking this node frame so you can call it because it's not a group to be for the rocks now so for the rock I'm not going to have a texture for the speck and the roughness just because I didn't have one for the texture that I used so I'm going to go ahead and add those separately I'm just going to delete those out of this frame and I'm going to choose the rock texture here so this is just some rocks off of CG textures again that are seamless and look pretty nice so I'm gonna add that and go ahead then and add in the color mix node to kind of add both these together so it's just a color I'm sorry shader mix shader' we don't want to color we'll mix the shooters and I'm just going to mix both these shaders together with the value of this and then you can have see that the snow is in the wrong spot so we just want to flip these around awesome we could also just leave it as wash and use the invert node it works the same both ways so with that done you can kind of see our mountains starting to come together and it's looking looking pretty nice one thing is or rocks I think are a little too bright so I added in a color brightness and contrast and just darkened it a little bit like 8.08 that was brighter point - point zero eight and that gives us a little more contrast in those rocks it looks nice and if we zoom in here we might see that the rock are a little bit too too tight together so playing around with our our mapping node here might be able to get a little better results on the rocks but that looks fairly decent I think so we can zoom out not and you can right off the bat see that we're getting some pretty cool-looking rocks now I don't have a separate bump texture so I'm going to delete that texture and just use a color ramp so color our converter color ramp and I'm going to use this texture into a color ramp and if we go ctrl shift to kind of look at what it's looking like we can plug that into the height and we quick check here on my other screen just so I can see what I set up this as alright so I'm just going to pull the blacks in a bit and then I'm going to pull the whites in a bit more something like that just we have a nice contrast ratio in there and that should work well in the the bump node now the strength of this will depend a little bit on what we want but obviously it's not a lot on what we want but I'm gonna increase the distance on this a little bit then just so you can kind of see the bump in there coming out a little bit more and the strength now this can be a bit stronger than the snow but you still don't want to go crazy overboard something around there that will point 50.5 is probably good and like I said you can tweak the dis note as well but I found that just enough black before things get completely black looks nice alright so there's a little bit more a little bit more realism and then the last thing to do is add in another brightness and contrast note here connect that up there and this is going to be for the roughness now we're just going to take the contrast down in this a bit and brighten it up a little bit let's go ctrl shift there you can see that that's kind of the valley we want for the shine we're gonna go about 0.2 and this can be the roughness so drop it in there and that gives it a little bit more specular across the across the rocks so that is starting to look like a mountain so I kind of hand up over this dune you see your mountains and it's looking pretty sweet so if I tab twice now let me quick save this and do them in a little bit and tab twice it should be a little higher quality due to me being closer to the mesh when I refreshed it that's just the micro displacements at work and there you have it one other thing is you might want to increase the amount of subtract a little bit more and tab twice to kind of sink the rocks into the mountain a little bit more just sticking out too much for your liking but what's that done yeah it's looking a little better it's looking pretty nice okay so moving on to finishing up this material there's a few things that I did to add a little bit more to this scene but I don't want to don't want to overwhelm you guys with too much so I'm not going to do all the final details but I will show you a few of the things that did add even more realism to these mountains just some of the cooler things that make a little more difference so first off I did want just the rocks to be displaced I wanted a few kind of snowy rocks as well so what I did for that is you can take this color ramp and before I'm just going to go ahead and duplicate it so we have two of them here and plug this one in here and this one I'm going to give a little bit less black to I'm going to pull the blacks in a bit on this one like so and then this is going to be the factor and it also needs to be inverted I'm just going to duplicate the invert node of it so now if I go here you'll see that there is some displacement on rocks without into the texture just because the rocks are a little less so that's kind of cool I also might want a little bit more rock like up in this mountain edge here so I'm just going to look at what our our RGB node here is looking like and kind of tweak it until I get a little more rock up there so again you're just going to tweak the x y&z values here until you get the rock more in location that you desire so it's pretty close to what I'm looking for but not quite so I'm just going to kind of tweak these values back and forth till I reach the the amount of snow and rock that I'm looking for okay now pull that down a little bit tweak that now this has to go down because it's just too much rock right now right and a little less than that said so I'm pretty close to back where I started but adding a little bit more on the Y seems okay and it kind of gives a little bit more up there and like I'm looking for right there at about 0.5 it helps with my mouse cursor freaked out for a second alright so yeah that's looking looking maybe okay it all depends on how it looks when we render it now let's go back to our first node and tab twice because you need to do that to update the micro displacements and we should have a little bit more rock up here now and there we have it that's kind of a lot of rock actually but I mean it's cool it all depends on the kind of mountains you're going for so that might still work if we just tweaked our RGB colors here a little bit then to reduce the amount of rock a little bit if it's if it's looking like too much okay that's looking a little better maybe to have it twice and we'll put a little bit less rock in that mountain let it go updating and there we have it so that's well maybe a little too little again but I feel like I could tweak this for a long time so I don't want to bore you guys so I'll move on maybe just dropping the Zed down to a smaller number it's all we need to do yeah something like that actually looks not too bad dropping the Zed down a little bit of a smaller number does help quite a bit so maybe just do that I know we can play with our black values a little bit to cut it back if you need to all right cool so what does that look like to have twice and it should be close enough that we can go ahead and move on give that a second to update and there we have it quite a bit of rock but I actually like I like the way it's looking it's highly detailed looking so leave it at that for now and I'll show you guys the last step to add a little bit more realism to this so that is going to be adding in one more type of snow to our scene and so to do this I'm going to need to duplicate our snow shader up here one more time so it's getting a little crowded here we're getting a lot of nodes added in I'm going to pull this one back a little bit shift D oops I did it again go select all the nodes inside the frame shift D and we're going to open up some new textures so let me go ahead and control shifts just so we can see what this texture is looking like on this principal node the first one is going to be jump back it's going to be snow rough now again I think textures are from CG textures and you can go ahead and download them but I'm just changing all these textures out so this is the roughness node I'm going to grab the roughness for the rough snow and this is a specular so I'm going to grab the specular texture and the bump so grab the height for the bump and with that all set we can see what this materials looking like you might need to tweak like the bump for example a little bit okay yeah it's looking pretty nice but we can give it a little bit more bump on this on this node so I'm going to 0.3 and yeah there you have like a little bit more of the ripples like small rocks almost so the idea for this is it's going to be mixed in around the areas where we have snow so it's like a little rougher snow where there might be pebbles and stuff underneath the snow next to the rocks I know it's more of a fine detail but I'd like to kind of add as much realism as possible so I found this kind of kind of cool so do this I'm going to need a little bit more room down here I'm just going to grab these nodes and pull it down and I mean if this is getting a little too complicated for you guys you don't have to do this part this is totally optional you can just skip ahead five minutes and continue on with the last little bit doesn't tutorial but I want to show you guys this so the way this works is we're basically going to be taking these color ramps both of these actually I'm going to be using one more color ramp so I'm gonna go ahead and just add it in right now this one I'm going to change off of constant to linear though flips linear so I'm kind of fade it a little bit now what I'm going to be doing is I want a bit of white or black it doesn't matter because I can invert it around the outside here so between the black and the whites so to do that all I have to do I'm a quick Chek windows up just to make sure I get this right is yes all I have to do is invert this node so I'm going to go ahead and duplicate the invert node and then multiply it back over this node all right so I don't need the invert for this portion of it there's no fuel shift a add in a color mix you just multiply I don't want to also invert this one so I'm not going to bother using this invert node I'm just going to connect this to the top and I'm going to out X Luz can be in the bottom I'm going to connect this one to the top so if we go to this now tweaking this node here pulling it back a little bit giving it just a bit of white I can change this to ease if that looks nicer but maybe not necessary yeah just kind of pulling it back a bit pulling this forward a bit actually I don't wanna mess with that right now ctrl C you don't wanna change that but I'm changing this to one all the way up to one on a multiply we can take a look at what we're getting here right now it's completely black so we need to increase the amount of black because remember this is inverted so we need to increase this until we get that the kind of white out outline around the edges of the rock something like that will work you can kind of kind of pull back the amount of this a little bit by changing this just to get the right amount that's something like that kind of along the edges of the rock is exactly what I'm looking for so all I have to do is do one more color ramp tweak getting a little bit tighter add the ease to it invert it and multiply it back to your original color ramp and this is going to be the factor for our new rough snow to be added to our our scene so very simple I'm just going to duplicate our mix shader' here and I'll see if I can put it at the end but it might not work at the very end now I should actually so that's going to be the top one this is going to be the bottom one right and this is going to be the factor so this is probably one of the more advanced note setups in a tutorial that I've done but it's just because it's that awesome that it really needs to be a little bit more advanced now I believe that's working but you can't really tell Kenya so I'm just going to disconnect the base colors here make it bright red and you can see that that is the area that the displacement snow is being added to so maybe I could use a little bit more so I can kind of pull this back and give it a little bit more displacement in the areas like that and you can see it's working in the right locations so you can go ahead and connect the color whoops right there back to the color of the base color to add that displacement in there real nicely alright so you can see it more like in areas like this maybe if I increase the displacement a little bit more or add a little bit more strength to the displacement you can see a little more I'm talking about right around here you get more of a displacement snow around the bases and it just looks it looks better so maybe leave that about 0.5 pull it out and there we have it the materials we can call it done at this point again you can tweak them more if you like but we're going to call it good right there I want to get on to finishing off the scene with a little bit of rendering and animating alright so let's get into some animating I think that bump strength for this actually not as I'm looking at might be a little strong still on a rough snow so I can drop that down to about 0.3 just so it's not too overpowering and you could also change the X&Y on that a little bit just to change the pattern up a little bit so it looks a little bit different than the snow everywhere else just kind of adds a little bit more realism to it but on to the animating so let's go ahead and set up some camera parameters drop this down and select our camera and go to our camera settings let's go ahead and change it to be a little wider focal length around 30 is good I found let's turn limits on and mist on and now before I set up anything else I want to kind of start with what my frame 1 will be on my camera so you could position your camera with G but the most fun way to do it is shift F and that kind of turns you into first-person mode so you want to go to camera view with 0 on your number pad then hit shift F and now using WASD and the mouse will allow you to kind of position the camera just like you would in the first-person shooter so can I get the best camera angles possible that you might imagine so I'm going to kind of follow along as I might want the camera say it's from a helicopter view space kind of what does it do jumps to the area that you're pointing at yep so I'm going to kind of find the area that I want for this and I'm going to kind of come around this area and just a Longley mountain edge like so kind of like you saw in the animation in the beginning so starting around here then pulling the camera up a little bit higher and right about there and pointing downwards a little bit that's where I want to start with the camera all right how do you go down just point down I guess that yeah so what about that is going to be okay I can tweak it a little bit more later but I'm just going to click there and leave it off there the resolution you can go ahead and tweak as well I want to be a little bit more widescreen like a lord of the Rings film so I'm going to pull it down a little tighter and we'll leave it about Oh eighty percent because they don't want to render time to be too crazy long and yeah that should be OK for frame one so I'm going to add a keyframe there by clicking the automatic key frame insertion hitting G kind of positioning the camera the way I like it and letting go now you can see this a keyframe on frame one and that is the beginning of our animation so I'm going to be running a rendering this at 24 frames per second and I want it to last maybe 6 seconds so I'm going to screw up down to about 150 which is roughly 6 seconds and I'll make that the end frame so I'm going to change the end frame right here to be 150 and then I'm going to go ahead and hit shift F again and position the camera where I want to be by the time animation is over so it's going to be down around here at that point now we'll be adding a few more mountains back there by duplicating our mesh to fill out that area so you don't have to worry about that but because of this option being on it automatically added the keyframe for us if we scrub along here you can see that we have kind of a cool-looking flyover and that looks it looks pretty nice now one thing you might notice if I play this through is it starts off slow ramps up to speed and then slows down again and that's just because blender automatically adds the the basically the frame blending between keyframes it's not a curve to kind of smoothing out your animation but I don't want that for this it's going to go to the graph editor you can see this nice link curve there which is nice for some things I don't want it so I'm just going to select all of them hit V and vector now it's going to start off moving and end moving like it it was just taking in the middle of a shot very cool ok so with that done we can kind of fill out our scene with a few more mountains I can drop this down don't need that anymore we grab our mountain landscape here and I want some more mountains in the distance here I'm gonna hit shift D and then G and shift Z so this is going to grab it along the z axis you can see it says right there on the lower bottom locking on a global Z so I can move it but it will not move on the z axis it will move just along the x and y so I'm going to move it back in that direction there and then I'm going to hit R and roaches one with Zed it's kind of position the mountains back there and that looks it looks pretty decent if I come up and around here you can see that there's some seems issues and stuff but you don't notice that from the camera cuz it kind of drops off there it could be kind of hill and that looks pretty nice you can see it kind of feels out over here in the corner as well and it's perfect now we might want to add just another bit of landscape in this area here because this looks kind of like a hole so if you're going to do that you can go ahead and shifty it one more time grab a longships dead so we're only staying on the the flat ground and not moving position it back there maybe we'll rotate it to the backside just so we see some mountains that we haven't seen yet back there and then grab a long shift said and kind of position them back there rotate along with Zed and call it good doesn't look great but you could drop it down a little lower if you wanted and yeah just kind of grab a long shift said so it lines up a little better maybe I don't know I feel like this side of the mountains just isn't really working I'm going to rotate it back a little bit and just put the corner over there quite grab English if said kind of pulling just the corner in there all right and that looks flips and you can see it accidentally headed some key frames because I left this on so that's happening to you you want turn that off and you want to delete your keyframes but hitting option I on the keyframe of the mesh that you want to delete and it will it will snap it back like that I also have one over here should I hit option I delete those key frames all right excellent so on this this could be actually moved back a little bit more rotated around the zetas lit more to kind of fill out this area here I'm noticing so I'm just the composition of back there like so and if that looks okay in the beginning which it almost does almost does now it does then that is great we have some more mountain data back there all right so I'm excited to see what this looks like rendered but first we have a few settings we need to tweak so I'm going to grab our camera and first off I'm going to set the distance for the focal length so with limits set I'm going to change the distance and you see that account across here that's where the camera will be focused and focus it just all about three is good then take the aperture change to f-stop and drop this number down to be something like a one point eight four maybe just so we have some nice shallow depth of field and then with mist enabled we can go to our node settings here and under our node layers we want to choose mist in the pass settings and then in the world settings we have our mist pass here and we're just going to take this and pretty much leave it at defaults you can actually bring start up a little bit higher right around the focal length point there and then the end is going to be down here which is about a good distance so that is where the mist starts and ends all right so just is that there to go to wireframe if you're wondering but I think we're getting ready to render guys motion blur adds a nice little effect if you're if you can handle it because it does slow the rendering times down quite a bit so I'll leave it off now but some it will help give you some nice motion blur obviously and I'm going to go ahead and change a few things to you real quick increase my tile size to 256 because I'm using GPU rendering and I'm going to change the render subdivision rate to be something more like three because the camera is so close to a mountain here that if it's anything lower it probably won't render on my GPU so this is a value that you just kind of have to experiment with and it will depend on your system and what you can handle but if they're getting render errors GPU errors you're going to have to continue to increase this until it fits into your GPU memory so with that said and done let's kind of pull the camera back here to a nice render frame right around there maybe looks pretty nice we'll save our file let's give it a preview render just by seeing what looks like rendered in the viewports before actually taking the time to render it out at an Isis sampler rates and we'll give that a second living HDR right now and there you have it you have some nice kind of mountain landscapes so it's like kind of pouring across it and I think it looks pretty cool it mountains the distance there so that will work I might want to actually just pull the camera away from the mountains a little bit so kind of at this point in time I can add one more keyframe by hitting G and X just pulling it away from the mountains a little bit maybe actually up a little bit as well just get a little bit more height on it click that button there and then grab it one more time so it adds the keyframe and we'll uncheck the button so now we have just a little bit more movement kind of pulling away from the mountain like the helicopter driver was like whoa getting just too close to the mountains there pull off and yeah so it kind of comes away from the mountains a little bit at this point like so when we rotate up a little bit to just you can see like those distant mountains to update that I gotta grab that again and turn it off all right very nice so let's go ahead and render now it's going to be a higher quality because the right to preview set three and one more thing is I'm going to use the new denoising feature that's in the blended beta and I found it worked really well just on default settings in this scene to take out any noise that you might have in this render and really speed up render times then because you don't need as many samples so just go ahead and check denoising and I see how it works for you if it works well great so with that done let's go ahead and render enough talk let's see what we're getting here okay so there's our rendered scene and it doesn't look too bad but we're seeing a few airs when we render this close to the mountain so we might want to tweak some of our Rock settings a little bit or just pull the camera away from the mountain a little bit because you end up with a little bit of a little bit of issues we need this this close to it so unless you want to increase your samples and render it or increase the subdivision rates you might want to pull the camera away from it a little bit also I think the feel depth of field is a little bit too far and a little bit too shallow so I'm gonna take that down about two but yeah now I'm just going to kind of pull the camera away from the mountains a little bit more here just because I'm feeling it's a little bit too close so something like that grab the key frame there so it's going to add that and insert the key frame all right so it kind of comes around it a little bit more now and here it can here you can also kind of come away from it a little bit more all right nice uncheck that now all right and the other thing is going to be tweaking the displacement on this so pull this up real quick go to our node editor and I'm just going to take down the scale here a little bit on the mountains it's a little bit too too much pointyness and a little too few big rocks basically let's give it a little bit more size in the rocks by taking that down a bit all right and the negative here or the subtract node might need to be a little bit stronger just to kind of bury the rocks a little bit more but with those settings done I feel like we could render again this time I'm going to add motion blur there's one other things that I'll end as a tutorial with showing you guys real quick and that's the volumetric clouds that you might have noticed those add a lot of realism to give it scale and stuff but again it really does kill the render time so if that's important to you you kind of have to avoid the clouds but it does add a lot so I'm go ahead and add motion blur turn the shutter to one so we get some nice motion blur and render one more time that will add some render time to the the render but it also looks a lot better so with that done I'll render one more time okay and here we have it it's a little few issues motion was just a little strong can create that done even lower and the the composition could be a little bit better but it's looking pretty good and I'm going to go ahead and and the compositing to it so you guys can see how it kind of finished off you've seen and then at the end I'll add how to add the volume volumetric clouds if you want to add that extra bit of realism that is really cool so let's switch into the compositor here I'm just going to click use nodes and backdrop and then ctrl shift onto that first node so we can kind of see what we're looking at here and usually I like to start with by adding the mist so to do this I'm just going to add a color mix node mix right there drop it in maybe I should drop this down a bit so we can see this a little bit better we hit option I can kind of middle mouse wheel position that down there better a few guys and then I'm going to add in a color or converter color ramp right there nope not right there keep that like it was this is going to be the mist so if you drop the mist in you can see where off the bat it looks pretty nice and so all we have to do is drag that as the factor of our mix node and then change the color of the mist to be kind of a darker hazy slightly orange sort of color and that looks pretty nice but we don't want it to be affecting the sky a hundred percent so to fix that all we have to do is duplicate our color ramp connect to the mist again go to it and pull the black value so everything is black but the sky and then we all just go color inverts so the sky is black and then all we have to do is to the factor of this color ramp in the mix node we can multiply this over the top somewhat so a lot of people are kind of afraid of nodes because they're hairy literally they're all stuck to each other and it can look complicated but in reality it's very simple it's just taking basically it's basically taking effects that aren't applied and leaving them in a note that you can always come back and tweak them so for example I can pull this back now and actually yeah this has to be in the bottom of course now I can kind of pull back the amount the sky and I also can kind of pull the white feathers up closer so I don't have that sort of edge line there right about there looks good and you could tweak the amounts you want this guy to be affected now see a lot of people kind of afraid of nodes but it's really not anything to be afraid of they're not as scary as they might sound drop it into the factor there so we have some sky back you can tweak just how much sky you want invisible so yeah a little bit is good and that looks oh pretty nice so now I'm just going to do a little bit of color grading to this first off in our settings let's give it a little bit more contrast so I'm going to go to the color management change the base contrast to be medium high contrast so we get a little more contrast going on and then I'm going to add in a color color balance node and I'm going to change the color formula to be offset power and slope because this is more the correct way for color correcting about losing your information and colors and I'm just going to take the slope value and give it kind of a slightly warmish color and I'm going to take the power value and this is also going to be slightly warmer but it it works a little different it's kind of the opposite of what you might expect so it's actually giving the shadows a bluer color on the other side it's a little confusing but it just kind of works the opposite for whatever reason so now I'm going to go ahead and brighten the highlights and then again this works the opposite so going up it darkens it and kind of darken the shadows a little bit so that's looking better tweaking the amount of sky visible to something like that and you can also tweak the color of the mist to be something that looks nice that looks pretty decent and the last few things is going to be a glare node so color where is it is the filter actually glare node drop it in there and right now that's just glares and you can leave that glares if you want they're kind of cool but I want to choose fog glow and turn the threshold way down until you can kind of see it highlighting some of the edges of the mountains there we go kind of look kind of cool like not that far right around there it looks looks pretty cool it kind of helps with the Sun a little bit too adds a little extra glow to the Sun back there and yeah it just looks kind of nice so connect that to the composite node and the last node will be a lens distortion node so that's under distort lens Distortion drop it in there and give it a little bit of dispersion that kind of gives you a little extra extra edge blur and then a little bit of distort as well and then if we choose fit comes crop it in a little bit a little bit of lens distortion a little bit of dispersion yeah dispersion looks kind of cool you can see without and with it might actually be giving a little too strong but yeah without it and with just adds a little bit to the scene alright so there is the compositing guys I can darken up talk about the shadows a little bit more I think here something like that it all depends on you can do more color grading or less color grading depending on what kind of a scene you're going for but that is that is the compositing so if you want to stop there you can or you can continue for the next slide minutes and add in some realistic volumetric clouds which is super cool so of course we want to stick around for that so I'm going to show you guys time to do that right now real quick and again you can take whatever angle you want this mountain landscape I'm just showing you the kind of flyover shot that I did but I mean if you wanted to this is tessellating landscape real quick here if you wanted to take just a nice straight on view whatever animate this you certainly could do that as well and get some cool shots even better shots possibly because you see a little bit more error errors in the render when you get up too close yeah just some shots around here would be super cool as well actually that just gave me idea maybe I want to quick pull my my frame one down a little lower because I do like this angle here so maybe I'm just going to yeah just just real quick double tap G pull it down here a little bit kind of get that edge edge in there a little bit a right-click that add that keyframe alright now I did it so now it's kind of coming across like that and that's this kind of sweet alright so yeah like I said you guys can experiment as much as you want and you get cool results with that but the volumetric clouds so this is where it gets interesting I'm going to going to click on a different layer shirt we'll just go to different layer real quick go to front view with notepad one and five on our keyboard we'll leave this here for our node editing and I'll just work up here and I'm just going to go shift s cursor to Center shift a and add in a cube now I'm going to tab it edit mode and give this cube a real basic shape so I'm going to extrude it out and extrude out again and then I'll extrude this up just to give it a little variation kind of this is like the dorkiest looking cloud you'll ever see but that's the thing with clouds as they can be as funny lookin as you want actually I had did not select the face so I have to do it again extrude it out extrude up again and extrude this face I wouldn't want to click that button there so you can do that all right this button allows you to select vertices that are behind the mesh and that's what I should have done in the beginning okay I'm just grabbing these vertices moving kind of fast just because I want to don't want to bore you guys but making a real basic looking cloud like shape like that and that will actually do the trick so with that done I'm going to add a modifier subdivision surface crank it up a few times and the levels and then I'm going to add another modifier this is going to be just a displacement node so I'm going to click new displacement and now if I go to my texture tab here changing from environment texture to displacement texture we'll see it's automatically set to image movie but we need to change that over to be clouds and we'll just leave it at that for now if I tabata edit mode you can see what the clouds are doing I want to make that shape a bit bigger change it to smooth shading and yeah just kind of tweet a little bit that's looking looking perfectly fine though you can change the strength a little bit more or less if you want to as well but that that actually looks like a decent looking cloud so I'm going to leave it at that for now actually might be like holy smokes that looks bad and don't worry is not going to be not gonna be a problem so I'm going to go new material now and if i zoom out here to find my material it's right here and it's not going to have any sort of diffuse it's only going to be volume delete that and go ahead and add in a shader volume scatter shader and we'll connect that to the volume that's the starch of our material okay so with our volume scatter here we're going to add a few noise textures to them to the material as well to give it some kind of cloud like volume looking this I guess you could say so it's going to be just a texture noise texture and I'm going to give it just a scale of about three and a little bit of detail and a little bit of just question as well because it looks good and then I'm just going to duplicate this so we have two that are a little bit different drop this one down to be about a two and the detail up a little bit this is basically the kind of clouds that Belinda GRU has a tutorial on in more depth if you're interested in checking that out but I'm just doing kind of a basic version of that and now I'm going to add in a color brightness and contrast node connect the color to this and we're going to take the brightness up a little bit and I contrast up a bit more so about 0.2 and 0.16 I'll duplicate this one for the top node as well and just give it a little bit of variation by making it a little bit different like so and now we just have to multiply these together let the color mix multiply drop them both in top and bottom to the factor two one I'm going to pull this back a little bit so it's a little more room I'm going to add any convertor mass multiply this is going to be like the intensity the density you could say all the clouds so color will go on the top this will go into the density on our volume scatter and then this value will decrease and increase the amount of density in our cloud the last thing we need to do is position these noise textures on our mesh to do that I'm just going to use an input geometry node now I can just take the position and use this as a vector for both of these and that's going to be our material setup for our a cloud if I go rendered view we'll see your cloud shows up right here and it's nice and kind of fede if you want to be more of a dense cloud you increase the value here and it gets kind of a cool looking cloud of X now you can kind of tweak these these nodes if you want to get some different results more or less you know looking clouds but I found that these settings I had looked pretty nice so I'll leave it at that all right maybe increase the contrast here and decrease the contrast there a little bit just two different different variations kind of added on top gives it kind of that nice kind of textured look that I think looks pretty pretty decent maybe I'll increase the detail down here a little bit more alright that looks nice so now with that that cloud done I'm going to hit em and move it to layer one now on layer one actually I'll leave it on layer two but I'll just turn both the layers on by holding shift this ways I can disable and enable them easy if I want but holding shift and clicking on one or the other and I'm going to take this cloud and I'm going to duplicate it across our scene multiple ways so I'm just do a top view for this and kind of give myself some more room to work let's get out down a bit rotate it and scale it nebula is that a little bit and I'm just going to duplicate this multiple times across my scene so I'll put one back here which is one was it a little bit skillet just so they don't look too similar but they're they're not very dense so you really can't tell if they're identical or not so I'm going to go ahead and just do this across the whole scene back and forth adding them wherever I desire whoops all right put them back here scale it up a little bit you can kind of change them a little bit by scaling along the X&Y and then like that's a little bit of a long one back there which kind of look good in the horizon areas more and you can scale a little bit bigger as you get further from the camera as well because you don't need as much detail in your clouds and you might want to go to camera view every once in a while just to make sure that you're kind of positioning them nicely and I'll rotate this one was that a little bit scale it down let's put a smaller one up nice and close to the camera so the camera kind of flies through it that's always cool right around there and actually I decided the ones closer to the camera looks better a little less dense and once further more dense so to kind of change this actually first of all going to increase the render render amount on our our cloud so - so before you too crazy go ahead and increase the render samples on your clouds I only increase the view but you also have to beat surrender so with that done i'm going to go materials and click this button here on the clouds closer to it to make it a sub material and then I can take the multiply it down quite a bit on these so now it's dense and so material three will be the ones that aren't just dense so I'll just give that one to the the clouds close to the camera so I'm going to go ahead and duplicate a few more clouds here real quick and I'll get back to you guys once I have them kind of distributed and duplicated across the scene okay guys so I just duplicated about all 50 clouds maybe maybe less maybe thirty across the scene kind of scaling them in different ways and positioning them so kind of fill up the sky nicely and like I said the closer ones to the camera have the material 3 one of the more distant ones have material to which is the more dense one now before this will work is render we need to increase our render samples for transparency passes so I need to change this to about 64 by 64 the minimum and maximum this way is we can have a lot more overlapping transparent materials like the volume metrics otherwise you get some weird render errors also change the volume bounces to one right there so with that set though we have motion blur on and we have the clouds so the render time will be a little bit longer but it should look pretty sweet so with all those set up I'll give this a final render now and we'll see what it's looking like okay so just notice an air where my material 3 was still high on the multiply I don't know if I mess it up in the recording earlier or not but I just dropped it down about 0.4 it's just in case I had messed it up and did the wrong thing earlier so the material four or three which is the closer to the camera clouds I should really need my stuff but terrible at that is a smaller value and the more distant ones are the material to which is the more dense clouds all right so now that I got that covered and out of the way we'll render again I'm just dropping down the density a little bit less cool all right be right back all right and there's what our render looks like with some following metric clouds so pretty cool especially when I like in front of sunlight there may be a little bit more dense than they need to be but it definitely adds a lot more to the scale of the scene makes things look a lot nicer and we might have been tweaked or nodes a little bit now to that the the volumetric clouds are in there it looks like it's messing with the mist just a little bit so we might have to kind of tweak some of these values just to kind of get rid of some of those artifacts but you can also tweak a little bit of the mist start and end time now but I'm thinking that looks pretty nice I'm also you can drop in a multiply node vector nope it's a converter math converter math thank you multiply and kind of control the amount then with this node of how much how much missed you want and don't want so I can brighten up the mist a little bit now that we added those clouds that looks pretty nice and maybe darken the blacks a little bit more now as well and there you have it guys that is our Mountain flyover with the mist and everything so with the mist it adds about five or six times I would say to the render time but it does add a lot as you can see maybe taking a little bit away from the sky some more because the sky just looking a little oops I need to it tweak this no that's that's where it's getting messed up right now so the black sky is back there there we go right about there then I can kind of drop it down just behind the mountains a little bit all right and this then will again affect the amount but the sky gets missed but it also needs to be a little bit more than multiply here all right so maybe a little bit more fair okay I messed up those mountains and then a little bit more here okay so that's looking at us looking pretty good so that is going to do it guys yeah I think that's it all right so that's going to do it from you guys that is pretty much the finished scene you see there there's little tweaks that could be done but all in all it's not too bad looking and I hope you enjoyed this tutorial if you like this tutorial and learn something from it I think you learn something from it because there's a lot of things taught here but if you did leave a like and let me know that you want more videos like this also like I said at the beginning of the video if you want to download the finished mountain scene as well as all the other videos that I've done in my tutorial all the finished scenes in those videos you can go ahead and do that over on my patreon page for just three dollars a month and you support me and get access to some pretty cool things so yeah check that out if you're interested but that's can do it for me I'll see you guys later in my next video and keep on blending bye whoa my microphone poor thing
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Channel: CG Geek
Views: 323,199
Rating: undefined out of 5
Keywords: Blender, Tutorial, Mountains, Free, Animation, Animated, Lord of the rings, Learn, How to, Create
Id: qSafYNQrodk
Channel Id: undefined
Length: 83min 36sec (5016 seconds)
Published: Thu Jul 27 2017
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