Create Cinematic Procedural Planets (With Atmosphere) in Blender | Tutorial

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foreign [Music] what's up everybody welcome back to the channel today I'm going to be going over how you can make some absolutely epic procedural planets in blender and how to set up a good space scene and finally I'm going to go over a few compositing tips that are really easy to implement and can absolutely take your word to the next level so I'll hop into my scene like always switch over to Cycles GPU compute 128 render samples and I'll set my color management to high contrast now I'm also going to be using volumetric clouds in this so I'm going to click this volumes drop down and I'm going to set my step rate to 0.1 I'll also lower my Max steps to 128. this just adds a nice level of extra detail and realism to any volumes you use but you do have to be careful because this will drastically increase your render times if you have a lot of volumetrics going on so with that done let's delete the default Cube delete the default light shift a and add in you're never gonna guess a UV sphere set the segments to 64 and the Rings to 32 and right click and shade smooth now usually I like to work with like real world size measurements but obviously you can't really do that with a planet because it would make blender really mad to deal with numbers that big so I'm just going to scale this up by 150 and then I'm going to click object up here and apply my scale now I'll hop over into our shading editor let's zoom out again and I'm going to click on our camera come down here to the transforms and set all these values to zero and then set my y to something like three thousand now I can hop over into my camera view and one thing we also have to do is adjust this clip start and clip end if you set your clip start to 1 meter and your clip and to ten thousand that'll make sure we can actually see our sphere because it'll be nice and in range now the reason I also set this camera so far away is because most of the time when you're dealing with like any sort of pictures taken in space or rendered for like movie scenes in space they're going to be taken basically with like a telescope and so if we set our focal length to something like 300 millimeters that's going to give us a much more accurate result and if we hop back here and set our X rotation to minus 90 and our Z rotation to zero you'll see we've got our sphere in our view but if you look over here in the top right corner we're actually upside down relative to the coordinate axis so I'm going to set my y rotation to 180 so that way the positive Z is up and negative Z is down now I'm also going to slide my camera up on the z-axis a bit so that way we just have this sort of Over the Horizon shot for our scene with that let's hop over into rendered View and I'm going to set my background color to Black for now then shift a and add in a light make it a sunlight and the Sun is really really bright so I'm going to set my strength something like 15 and this is actually much less realistic than what you'd see in real life but it does look a lot prettier in my opinion so that is up to you what you want to do now I'm noticing I can still kind of see the edges of my sphere so I'm going to click on it again and add a subdivision surface and I'll just set both of these to one now with that done let's click and add a new material shift a and add in a Musgrave texture just plug this into the base color and set your roughness to something very close to one when you're dealing with something at the scale of planets it's pretty much impossible to get something perfectly shiny and reflective so a high roughness value is going to be much more accurate slide this over and set it to Ridge multi-fractal and crank up your detail and lower your dimension to something like 0.3 and then crank up this gain value now you can see this gives us a really nice sort of Rocky cracked Earth sort of material but if we press Ctrl T to bring up our mapping and texture coordinate nodes we can actually distort this to make it look way more realistic even still shift e on your Musgrave texture slide it down here Ctrl T again shift a and let's add in a mix RGB I'll plug that in here and then I'm going to plug this height value into the bottom color slot this makes for a great cement texture also but for this case I'm going to lower my scale down to something like a 0.7 maybe a 0.8 ish and this just gives us a nice ratio of like large detail medium detail and really fine small scale detail you can also adjust the dimension value down here to give yourself some really interesting effects I kind of like where that's sitting and so what I'm going to do is add in a color ramp now for this particular case I'm going to create sort of just like a blue ice sort of Planet but you can do whatever you want with this it's super customizable and honestly it's just super relaxing to play around with different color palettes so again just have fun with this and see what you can create see what you like I like something like that and so the next thing I'm actually gonna do is I'm going to add in this Hue saturation value and lower my saturation Just a Touch something like 0.8 should be good then shift a and let's add in a mix RGB and I'm going to switch this to add and switch this bottom color to something atmospheric like what you think your Sky should be then shift a and add in a layer weight if you set this blend to something around a 0.6 then shift a and in a math node and plug this for now into the top value switch this to divide divide by two and plug this into the factor this sort of influences the color of our planet in the same way as Sky realistically would and I'm actually going to add in a color ramp again here and just lower my white values down to something like a 0.5 as you can see as I drag this up we get more and more sort of like diffusion happening toward the edge of our planet but I like something like that so I'm just going to leave that as is and now one last thing you can do for your material is it's very subtle but if you add in a bump node and plug your Musgrave texture height output into the height value here and then plug your normal into the normal here you can see that gives us this bumping effect now for real life planets it's a very very subtle amount so much so that you theoretically you shouldn't need any but again we're going for pretty and cinematic not quite realistic so I like something around a 0.042 and that looks pretty good to me so with that I'm going to switch back into my layout and shift d my sphere and I'm going to scale this up by 1.004 then I'll hop back into my Shader editor and I'm going to delete this material off of it and add in a new one delete the principal bsdf shift a and add in a principled volume plug that in there and then shift a bring in a Musgrave texture Ctrl t slide this over slide your texture coordinate over again switch this to Ridge multi-fractal and switch your Musgrave to 4D now I'm going to plug this into my density and I'll play around with my detail and dimension values there we go and then again you're just gonna set your gain to something absolutely huge and I'm also going to scale down this texture something around there ought to be good then shift a and I'm just going to bring in a regular old noise texture and a mixer GB again plug that in there and plug our color output into here set this as well to 4D and lower my scale a little bit I'll also up my detail and up my roughness a little bit now if I add in a map range node I want to make it so that there's sort of like clouds but there's also just a general atmospheric Haze caused by like the air as you can think of it so what I'm going to do is I'm going to set my from Min value to something like 0.45 so that way we isolate the clouds and then I'll set my two Min value to something like .04 and this to Min value will be the value of like your general error based Haze and this max value is going to be the density of like your clouds so I'll set that just a little bit higher then I'm going to shift a and add in a color ramp switch this to constant and plug your map range output into the factor and plug this color into the color of your principled volume now as you can see we sort of have like a mask for the clouds versus the regular atmosphere so I'm just going to drag these until I feel like I've got my clouds decently masked and then I'm going to change this black value to something more bluish in my case this value will just be like your general atmospheric Haze and now if you just slide this W value you can play around with this to get any sort of cloud texture you like I actually like that one I just randomly selected but yeah that's the easiest way to customize your planets is just to slide these W values on your noise textures and I'll actually jump back real quick to my Planet texture and I'll set both of these to 4D as well and now you can see we have a Randomness slider for both our material on our planet and for our clouds so before I render I'm just going to alter my sun a little bit I'm going to rotate it on the x-axis a touch maybe alter it on the Y and just give us a bit of a crescent so that way we have some light sort of shooting through these volumetrics a little bit more just makes it look a little bit neater in my opinion and that looks pretty good so the last thing I want to do is I want to click over into my world over here and I want to add sort of like a procedural Starry background so if we grab a vornoy texture and switch this to smooth F1 shift a grab a color ramp and plug this distance value into here and this color value into our background color and then drag this scale way up set it to something huge like four thousand and if you want to you can come over here to your scene settings and check render region so that way it'll only deal with stuff that's inside your camera frame then come back down to your color ramp slide up the black slider a little bit and Slide the white slider all the way to the left now you can see we have a nice sort of densely packed star background and I'm going to set these stars that they're really really tiny that looks really good to me but one last thing I do want to add is a bit of like nebulous gas sort of like if you were looking at the Milky Way so I'm gonna again grab our friend the Musgrave texture and this time I'm just going to set it to multi-fractal Ctrl t shift a and let's grab a mix RGB and plug that in here I'll plug this into the factor and then I'm going to adjust my scale value here and a switch this to 4D and shift a grab a math node so we can divide this by a whole heck of a lot and then if we adjust our detail and dimension values as we have been you'll see we're getting some nice sort of nebulous gas formations and then I'm going to lower my scale to something really small actually I'll increase my divide to something a little bit larger even like that and then you can adjust this color value here I'm going to set this to a very deep Gray and maybe even add in some saturation so that it fits sort of the color scheme of my planet now that I quite like and so with that we can just go ahead and click render image and once you're done rendering let's shrink this down and jump over back into our compositor check use nodes up here and slide your render layers node over shift right click to create this little Junction here and then Ctrl shift click on that Junction to bring up a viewer node now if we shift a and bring in a glare node I use this on basically every single render I make I'm going to set this from streaks to fog glow and then lower this threshold to something super low I basically want to isolate everywhere the sun is hitting versus everywhere it's not so then we can adjust our mix value as we like and if you press alt V you'll zoom in press V you'll zoom out and if you hold alt while using your Center Mouse button you can drag the picture around so I like that and then I'm actually going to add a second glare node and I'm gonna up the threshold on this so this will sort of isolate like the clouds and the really bright spots and I'll set this mix a little bit lower and I'm going to come back to this first one and set the glare to high now finally we're going to grab a very scary looking node called the color balance now this is really big but if we set it to offset power slope here by adjusting this offset and raising up the value a touch and then setting this color value to something bluish it'll actually set our black values to something a tiny bit Bluer and a tiny bit brighter and give our overall image this slightly bluish hue and again it's usually good to have some sort of color palette built for your scene and then just adjust this color to whatever you have going on now I'm also going to adjust my power and just bring this up a little bit and then I'll grab my slope and drag this up just a hair as well and these values are just giving you slightly more control over like the contrast and how the light is brightening and yeah with that if you jump back into your composite View you can see we have an absolutely gorgeous Planet render again this is completely customizable you can create basically infinite variations just using a single W noise slider so this is really really powerful and yeah that's the tutorial guys thank you so much for watching I hope you enjoyed it hope you learned something if you did consider liking subscribing All That Jazz and comment down below if you have any ideas for future stuff you want to see on the channel I love getting inspiration from other people So yeah thank you for watching and happy blending
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Channel: Alaskan FX
Views: 44,538
Rating: undefined out of 5
Keywords: melodysheep, sci-fi, blender, space, procedural, cinematic, Planet
Id: 2oV48DAvwYg
Channel Id: undefined
Length: 19min 2sec (1142 seconds)
Published: Fri Nov 18 2022
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