How to Create a Planet in Eevee (Blender 2.80)

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hello everybody and welcome back to another blender made easy tutorial today we're gonna be creating a planet in Eevee using blender 2.8 now this tutorial is pretty node based there's going to be a lot of texturing you're gonna learn how to procedurally generate the cracks that you see in the planet right here will create the HDR environment and then render it out so let's go ahead and jump right into it the first thing that you'll need to do is go over to solarsystemscope.com and download the mercury texture that you see right here and then you also want to scroll down and download the Stars and Milkyway texture right here I don't know the 8k version you can go ahead and do that yourself the link is down in the description once you do that we can jump into blender and start creating that material let's first go ahead by deleting our default cube then press shift+A and we'll go mesh and then UV sphere next you're gonna want to position the camera in the front view so to do that we can go into front view by pressing 1 on our number pad then you can hit control alt 0 to snap the camera into place right click on the camera move it over to the left just a little bit then go over to the camera settings the focal length we are going to be turning up to give it a zoomed in effect so set the focal length to about 80 and then we'll position the camera right where we want it so probably around here we'll be good next let's add a subdivision surface modifier to our sphere so select it go over to the modifier tab click Add modifier and then subdivision surface the render we can set to 3 and the viewport we can set to 2 now if we zoom in we can still see the faces so to fix that we'll add a smooth shading so click W and go shade smooth next thing that we'll do is the lighting so right click on your lamp right here go over to the lamp settings and change it to a Sun lamp we're gonna position the Sun left over at this angle so it's shining down on the sphere so rotate it by pressing R and then we'll position it right about here or so we'll go into top view there's a double check that it looks good next set the strength of this to a value of 2 and give it a nice warm color somewhere around here will probably be good and right there now going to camera view and we'll see how this looks so press Z and go into rendered view make sure you are in Eevee so double check over in the render scene panel make sure your render engine is set to Eevee and that is looking pretty good so far maybe we can set the strength of this to three and then also go over to the world settings and set the color to a really dark color somewhere around here not completely black but right about there at a point zero three three not too bad the next thing I'll do is add in another Sun lamp on the other side of our sphere because right now we can't see the underside and when we apply the material on everything I want people to be able to see the underside of this so what we're gonna do is go and do front of you shift D on the Sun position it over there and then rotate it upwards and then place it right about there next go into top view and then rotate it and then place it right here you want it almost exact opposite of our other Sun right here maybe even a little bit more right about there it's probably good and over in the Sun settings the lamp settings we're gonna be setting the strength of this to a value of 0.15 and then set the color to a nice blue light blue color somewhere around here let's go into the front view or camera view and see how that looks not too bad and I think that as good as it is so now let's set up the material for our planet so right click on your sphere and then open up a new window this is gonna be a little complicated there there's a couple of different textures that we'll be adding in but don't worry I will go slow so you guys can follow along come over here and go to the shader editor then press n to close off that panel will click new on our sphere right here to give it a new material and we'll call this material planet now the first thing that we'll be adding is the mercury texture so go ahead and press shift a go to texture and then image texture right here take that color and plug it into the base color and then navigate to where your images are mine are right here I'll be using the 8k mercury texture so click on that and go open image now it's working pretty good we can see our texture right here but there is a little bit of warping this so to fix that we're gonna be setting the option here from flat to sphere and once we do that we can see it's even more worked so to fix that we'll go shift a input and then texture coordinate take the generated output and plug it into the vector and once we do that we can see that our texture is working correctly the next thing we'll do is change the color of our sphere so right now it's a gray color and I want to change it to like a desert kind of red planet so we'll add in a color and then RGB curves place that right here and underneath the color we'll just give this a little bit of contrast so drag this part down and then click over here and drag this part up and once we do that we can see that our texture now has some contrast the highlights are a little bit brighter and the shadows are a little bit darker so it may be a little bit more somewhere around here next go over to the red Channel and drag this up till you get a nice red color somewhere around here next go to the green channels drag them down and also the blue channels drag them down as well once you do that we can see our planet really starting to look pretty cool the red channels you can mess with it if you want more red just drag it up but I think probably around here is good or so the next thing that we'll do is fix the roughness because right now you can see there's a big glossy spot right here there's some glossiness down here and it doesn't look like a planet so to fix that we'll be adding in a foreign L node and plugging that into the roughness so right shift a go to input and then for now take the factor and plug it into the roughness and once you do that we can see that we need to actually invert this so go ahead and press shift a color and then invert and place that right here so now only the edges of our fear right here will be glossy and the middle part will only well be like diffuse so we couldn't sue min here and you can see you can see the outside has a glossy look which i think is pretty cool we can go ahead and set the factor of this 2.9 just so that there is a tiny amount of glossiness in the middle of our sphere that's looking pretty good so far let's go ahead and add in the cracks to our surface so to do that we're gonna press shift a and add in a texture and then Verona texture right here next we're gonna be enabling the node Wrangler add-on so we can preview just how this Verano texture looks so if you don't have that enabled go over to edit preferences go to add-ons and type in in the search bar node and you should see an option for node Wrangler just click that checkbox and you're good to go now that you have that add-on enabled if you press ctrl shift and left-click on a node it'll bring in a viewer node and we can see exactly what this node is doing so right now our Verano texture is looking like this over in the closest we're gonna be setting this to crackle and this will give our sphere some cracks right now though it does not look that good so to fix this to get rid of like that bleeding we're gonna be adding in a color ramp so press shift a go to converter and then color ramp place that right here and then all you have to do is drag in the white closer to the block and that will crack down on those on those colors and make the edges really sharp so probably around here and if we zoom out we can see this is looking pretty cool next to give our craft some some more randomness so they're not as straight we're gonna be adding in a noise texture so press shift a go to texture and then noise place that right here now if we were to plug this into the vector it's gonna not really work it's gonna make everything all weird so to fix this we're gonna add in a color and then mix RGB place that right here then press shift 8 go to input and then texture coordinate take the generated output plug it into the noise texture then the generated into the bottom input our mix node right here now if we were to turn up the factor we can see what this is doing it's taking that verano texture mixing it with the noise and making them lines a little bit more like crazy and noisy now to really make this look cool we need to turn up the scale of this to about 20 once we do that we can see now it's starting to look like cracks we can set the detail amount to a value of seven and once we do that if we zoom in we can really start to see this is starting to look exactly like cracks you can play around with the mix note if you want just the if you want less of it turn it up if you want more you can turn it down probably a value of like points eight or so maybe actually that's probably a little too too low let's go point nine I think that will be a good value and as you can see here the cracks are looking pretty sweet next let's mix this into our base texture over here to do that we'll be adding in a mix note so press shift a go to color and then mix RGB place that over here next to the RGB curves then take the color and plug it into the bottom input of our mix node now if we control shift left click on our principled shader we can see our cracks are on the surface now we need to set this to multiply so it gets rid of the white values but keeps the black and now hold on let's go back and camera view if we zoom in we can see the cracks if you want more of the cracks just turn up the factor I'm probably gonna go with a value of like 0.7 or so I think that will be good you don't want to go all the way up because then it will start to look a little fake you want to blend in the cracks with the surface so a value of seven will probably be good enough all right looking good so far now let's give our cracks some bump so press shift eight go to vector and then bump take the color plug it into the height and then the normal into the normal now if we zoom in we can see our cracks are now there they have some bump to them the strength though is way too high so I'm probably going to go with a value of point zero 7:5 and enter and so there's just a little bit of bump but it's not too crazy and not too noticeable because this is a very big planet we want to make sure that the bump doesn't make it look smaller than the planet actually is we want to make sure that the scale looks real the next thing that we'll do is give our planet some overall bump to do this we'll be adding in a vector and then math node you can place that right here then taking the color out of the RGB curbs placing that in the top input and then taking the value and plug it into the displacement of our material output over here we can set this value to multiply now that this value right here now controls the strength of our bump so right now it's way too strong so we can set this to a value a point zero zero two so a very very small amount but if we zoom in we can see it working correctly the last thing that we'll do with this material is give it an atmosphere so with planets there's usually a ring around the top right here where the sun is shining and it gives it like a glowing effect so to achieve this in blender the first node that we need to add is a color actually a shader and then mix shader' place that right here then press shift 8 go to shader and emission take the emission output and plug it into the bottom input and set the color to whatever you want since my planet is like a red desert planet I'm gonna be setting this to like an orange color orange reddish somewhere around here will be good the strength of this we can set to point our to point 4 and the next thing that we'll add is the nodes for the atmosphere so first off we'll press shift 8 go to input and then 4 now place that here then press shift a and go to vector and then normal place that here the last note that we'll be adding is a color and then mix RGB and place that here plug in the factor of the fernell node and then the dot into the bottom input and set this to multiply take the color and plug it into the factor and now we should see there we go it's working correctly now what you're going to want to do is with this normal node is position this where the Sun is you can also turn up the factor to a value of like 0.7 or so now if we rotate this we can position the glow to where the sun is shining right about there is good now you might notice that there's a little bit of blue underneath here and for the longest time I could not figure out why this was happening but to fix this all you need to do is turn on the clamp this took me forever to figure out and I spent like half an hour just trying to mess with the hue in the compositor and it was just it was not very fun so make sure you turn on the clamp and that fixes it instantly now the IOR of the Freneau i'm gonna be setting this to 1.2 so it just makes the glow a little bit smaller let's go ahead and go into toggle overlays surprises ii and go toggle overlays and we can see it in its real form and that is looking pretty cool if you want a bigger glow just turn up the strength and it will make it more but i found that this number right here 2.4 is pretty good if you turn down the factor the glow will start to spread around the edges if you turn it up it'll clamp down on it so I'm gonna go somewhere around like 0.75 or so I think that'll be good so though you go guys that is the material for our planet nice job at making it through it I know that was a lot of nodes one thing to note though this multiply node you need to have this in your scene because if I disconnect this we can see that the glow does not work now I don't know why this is happening but the only way to fix it is to plug in the multiplying out in the displacement and that seems to work so make sure that is plugged in or your glow will not work properly now that we've done that let's go ahead and jump into the HDR and fix our environment so come up here to the object and click on world now with this world we're gonna go ahead and add in the HDR that we downloaded so go to texture and then environment to texture place that right here and take the color and plug it into the background click open and navigate to your texture mine is right here and then just double click on it and we can see it in our world now it looks a little bit weird so we're going to scale it down a little bit to give it a more high-res look so to do that we'll add in a input texture coordinate node right here place that there then press shift a go to vector and then mapping node place that right here take the generated plug it into the vector and the vector into the vector now the scale of this we're going to be setting the x value to 10 the Y value to 3 and the Z value to 10 once we do that we can see more of the texture and it looks a lot better the rotation of the Z you can play around with this but I want to make sure I get the Milky Way in the background so I think probably around here negative 95 or so so we get that nice cloud in the background I think that will be pretty cool if you want the stars to be a little bit brighter you can turn up the strength of this but I might actually drag this down so it's a little bit darker probably around there it's pretty good ok so now that our world is done we can go ahead and close off this window and then work on some render settings the first render setting that I'll do is bloom so turn that on and I want to add in a Sun in the background and give it a nice glow so we'll place our cursor let's go toggle overlays place my cursor right there press shift 8 and add in a UV sphere Skelly UV sphere down quite a bit and then drag it behind our planet right here surprise G Y we'll drag it all the way back there and then go back in the camera view you want to position this Sun right about there so the origin point is like right on that edge of the sphere and then give it an emission shader so go to the material settings click on new and give this in a mission shader set the color to a nice yellow and then the strength of this you're gonna want to turn up pretty high now the higher you set this to the more glow will be so probably around like 500 or so that will give it a nice glow maybe a little bit more of an orange color somewhere around there I think is pretty good and let's actually set this to 650 and there you go that's starting to look pretty neat now that we've done that I think we are ready to render let's go back to our settings real quick and just double check everything over in the color management I'm gonna be setting hold on there we go color management set the look to high contrast and this will give your scene even more contrast and it will look even better now that I've done that you can go up to your render and then click on render image or the shortcut f12 and then this should only take a couple seconds there we go it's already done and there is our image we can see the Sun in the background our planet has a nice glow and it looks pretty cool so there you go guys that is how you create a planet in in blender 2.8 using the render engine Eevee thank you for watching if you enjoyed make sure you like comment and subscribe and if you created something cool I'd love to see it to make sure you send it to me over on Instagram at blender made easy thanks again for watching and I'll see you guys in the next one
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Channel: Blender Made Easy
Views: 130,794
Rating: undefined out of 5
Keywords: blender, tutorial, 2.80, new, learn, free, space, planet, eevee, render, cycles, vfx, cracks, node, material, node tutorial, blender tutorial, 3d, blender made easy, texturing, real-time, sci fi, how to, create, Blender 2.8
Id: VnFQdIRbd6U
Channel Id: undefined
Length: 18min 52sec (1132 seconds)
Published: Thu Jun 20 2019
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