Create Cinematic Planets in Blender - Iridesium

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[Applause] [Music] [Music] hey what's up guys Joel Adams with Iridessa and I am back with another pretty exciting tutorial today we're gonna be taking a look at creating some pretty cool science fiction planets really fast so anyways let's jump right in and get started alright so I'm going to open up a new scene in blender I'm gonna hit a and X to delete everything that I'm gonna go shift a mesh and add in and I go sphere go ahead and open up this little panel right here and I'm gonna turn up these subdivisions to maybe four right click shade smooth scale it up to five and then we're gonna add some lighting let's go ahead and switch to our rendered view right here go to your world settings set the background to black because space is mostly black shift a and I'm gonna add in a Sun lamp rotate on the y axis 90 degrees then I'm going to turn up the brightness of this maybe to eight or something like that and I know it's not completely accurate to have the planet as a sphere you might want to try adding in a plane now we're gonna add a material go to your material settings hit new I'm gonna go image texture and on my desktop I've got some textures here a planet to texture I will provide this texture in the description if you want to use it and yeah this is what we get if you tab into edit mode and hit you spear projection and then open up a new panel here switch to the UV editor I'm gonna go a s X and then to and that's going to look a little more realistic now switch this to the shader editor now you can see that our specular is not changing at all it's very smooth and flat and not at all what we want so let's add in a couple more image textures I'm gonna go pull this one out shift D to duplicate this twice open this second one right here I'm gonna open the specular go ahead and plug this specular in right here and you can already see that it looks a lot better now I'm going to go and grab the roughness and plug this in right here now this planet isn't super shiny and if you want to change that you can just go shift eight converter and add in a color ramp I'm gonna leave it like it is though cuz I think it looks completely fine I'm gonna add one more texture shift D this is gonna be some bump vector bump you wouldn't really see any bump if you're actually looking at Earth from space it's gonna look a lot cooler if you add it anyways so this may be point zero one and that looks pretty good you can try plugging in this one instead if you want to alright so now that we've got this we need to add some clouds I'm going to hit shift D ask to scale this up just a bit and then I'm going to hit this little to call this clouds let's delete pretty much everything all this and this shift a shader mix shader' plug that in there then we're going to add in a diffuse and a transparent I'm gonna plug this right here into the mix factor and then added in a converter color ramp and then I'm going to go over to our material settings and set this blend mode to alpha blend if you were to turn up the white value you would see that our clouds are sort of appearing now right now we're using the actual planet texture as clouds which isn't terribly realistic instead I'm going to open a different texture and I'm just going to use the specular from this other planet texture it should work fine if you tab into edit mode and do maybe a cube project then I'm gonna maybe flip these and yeah that looks pretty decent as clouds I think you turn this contrast up a little bit I think that looks quite nice now I'm going to duplicate this sphere one more time and we're going to create the atmosphere so scale it up again just a little bit hit this too and we're gonna call this atmosphere and I'm gonna leave everything the way it is except I'm going to do this and this then add in an input and this is going to be a layer weight node plug the facing value into the mix shader' then add a converter color amp and you can see we're already getting some atmosphere effects you notice there's some artifacts right here on the outside of the planet that's fairly easy to fix just go over here and choose back face culling and that should go away I'm going to zoom in to the side of the earth right here the planet whatever it is and then we're gonna edit this color amp a little bit so drag this white value forward and add a another black right here behind it I'm gonna choose b-spline because that's easier to work with and then drag this forward and you'll notice we are now getting some nice smooth fall-off here at the edge of the planet you can open this up a little if you want to or you can just leave it closed add in a second ramp and sort of drag that over that's probably what I'll do and that looks pretty decent now we can change the color of the atmosphere I'm gonna go with a blueish color and I think that looks quite nice it looks pretty realistic so now let's try to get that epic lighting we had in the final render from this video so I'm gonna turn everything back on with alt shift to Z and then I'm gonna grab a camera and we're gonna go to the front view ctrl alt numpad 0 put this maybe something like this choose our rendered view again and that looks pretty cool but it's not quite what we want so let's rotate this light on the z-axis a bit till we get something like this now let's select all the parts of our planet so the atmosphere and the planet itself and let's hit alt D scale it down a bit we'll put it maybe right here so it's actually casting a shadow on this other planet and let's mess with the lights I'm gonna I'm going to add in a light and this is gonna be a spotlight let's put this up here and I'm gonna put it right over the other planet this one and I'm gonna turn its strength up and I'm gonna make it a nice bluish color maybe rotate it a little bit it's really just about getting the positioning exactly right something like that looks pretty decent to me shift D instead of alt D now because we want to change the color of this one put it underneath and let's make it a red and it'll go something like that maybe we can rotate this one forward a bit so it encompasses a little more of the planet then we'll go shift D to duplicate this and turn its strength way up I'm going to try 5,000 yep something like that I'd be a little further underneath now let's add some fill shift a light and point and this point lights gonna be something like right here I'm going to set it to a purple and trying to strength up and then we'll turn it to radius up as well so that we don't get the same specular highlight from it so now let's select our Sun lamp I'm going to choose solid view and go to our Sun lab I'm gonna choose contact shadow turn out the distance a little and then we've got a couple values here I'm gonna turn the softness all the way off go to the render settings and I'm gonna go under shadows and change this from ESM to VSM then I'm gonna turn this one from 1024 to 2048 if your computer can't handle it it's fine it shouldn't really need to it looks decent as is now you can mess around more with this atmosphere if you want to so if you grab the big planets atmosphere and let's just go shift D and then hide it and then delete the old one to make it so that these two objects aren't linked anymore and then let's go hit this - I'll call this atmosphere volumetric let's scale this sphere up of it and then let's open our shader editor again I'm gonna delete everything here add in a volume scatter if you plug that into the volume then this entire area is going to fill with volume scatter a big cube that's not exactly what we want let's go shift a texture and gradient texture plug this into the density then let's grab this gradient texture and add in a texture coordinate if you plug-in object that should put it right here at the center point of this object now you can go here and you can choose spherical and that should fit just like this then you can scale it down and turn the density up shift a converter math node set this to multiply and turn the density up then let's change some volumetric settings I'm going to go here and I'm going to go under volume metrics I'm going to change this from 8 to 4 and I'll turn on volumetric shadows mostly this is going to be 4 cycles so if you switch 2 cycles you can see that the volume metrics have really taken over completely I'm gonna change this down to maybe a hundred yeah and that looks a lot nicer the volumetrics also look much more realistic if you make this a nice blue color then you'll get a little bit of a sunset here and some realistic light scattering so you can see that looks pretty cool I'm not gonna say it looks cooler than the one that is just a simple layer wait but it does look a lot different and gives it a completely different feel I'm gonna render out both versions in cycles and Evi and we can test and see which one looks better all right so I rendered out both versions I have cycles with volumetrics which looks pretty good and we have Evie with volumetrics which honestly looks really awful I think it looks the worst of all of them and then we've got cycles without volume metrics which looks okay but if you're not using volume metrics I would just recommend using Evie because it looks fantastic and will work perfectly fine it's also real time so I guess that's a plus if you enjoyed this tutorial go ahead and join the iridescent community and post your work there I would absolutely love to see it and if you have things you need help with i'm sure the community would be very happy to help anyway so that's all i've got for you guys today thank you for watching and I will see you next time this is iridescent [Music]
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Channel: Iridesium
Views: 119,946
Rating: undefined out of 5
Keywords: planet, star, wars, starwars, galaxy, blender, 3d, vfx, animation, death star, sci fi, fiction, science, laser, nebula, orb, saber, light, space, atmosphere, water, surface, moon, asteroid, solar, system, ocean, clouds
Id: gxe2d_IW6bo
Channel Id: undefined
Length: 12min 29sec (749 seconds)
Published: Wed Feb 19 2020
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