Love the videos brother, literally nobody on youtube makes space tutorials like you. Really thankful that you have taken the time to make these, they have helped me a lot
anyone have a solution to these? at 8:25 when I plug in the multiply node into the mix shader, my rings just dissapear, i cant see them at all, and at 5:13 I did you said but, the closer my grey color is to black the darker my rings become, basically whatever color is on the left, my rings just become that color, anyone please help me fix these issues
Never stop making videos! And if you still plan on doing it. We're still waiting on the Star tutorial!! Would absolutely love it! I made my first planet tonight and it looks millions of times better than my own! And your way of making stars in the cinematic planets video is sooooo perfect! Thank you! Thank you! Thank you!
Bro you got some hell of a good tutorials.. I feel like one of the few people who are getting this premium content for free! I would love if you can please make a tutorial on space cinematography composition. It would be perfect
I absolutely love this stuff as a fellow space nerd. I was wondering if you could use something similar to the gas giant texture for a star? Making all the darkspots and stuff would be cool, thanks!!
Thank you for all of these tutorials! Can you please make videos about animations? like how to make the planet spin, how to work with camera and etc. Thanks again :)
Some observations: 1) Use 1D musgrave instead of 3D musgrave and just math/add your seed into the vector math/length to drive the W value. 1D should be faster to compute than 3D or 4D. 2) What musgrave - at least prior to the addition of the normalization function - outputs wrt range, greatly depends on its settings. Map Range clamped and Color Ramp both clamp this value, but there are cases when you want to exploit this massive range output or counter against it properly without clipping. 3) Generators can be expensive, be more critical about using too many generators. I'd try hard to figure out how to manipulate already existing generator outputs to produce more detail. I.e. a multiply -> sine -> remap might do the trick. 4) Try to preview the output of the node at all times. It's like you're watching an already existing node setup and just recreating it instead of explaining the thought process of what you're doing. We get to re-create it, sure, but the learning potential is limited. 5) Use Mix Shader instead of Add Shader. Even if you can get away with it if you know what you're doing, using Mix is just safer wrt energy conservation. There is no way a single photon can bounce off diffusely, pass through with translucency, and reflect in a glossy way at the same time. It's a physical impossibility. Some far more complex considerations: 6) What is "realistic" wrt shading rings? There was some old sciency angle on this some 30 or so years ago, but I'm unable to find it atm. But in general, diffuse and translucency may have different distinctions when lit from above or below, when watched from above or below, as well as against or from the light, in addition to the Seeliger effect while close to opposition. I attempted this ages ago in Blender but came to the conclusion it can't be done as we don't have direct access to light information (only closures). Whereas I could do it 30 years ago in a recursive raytracer (not a path tracer). 7) For Saturn, there are 4-5 moons in the A-F rings alone, and these do impact what's going on with the rings. Typically local disturbances creating streaks and speckles. 8) Moons in the ring system also create wave disturbances in front of the moon close to the planet (due slightly faster orbit) and wave disturbances behind the moon further away from the planet (due slightly slower orbit). 9) For a ring flythrough, especially a slow one, you might want to consider a gradual change between texture and particle system based on distance. I don't "need" (never "needed" I guess) space renders anymore myself, so I never attempted points 7 and 8. Maybe this is something you want to have a go at? Probably not "needed" by most, but nice to have in a portfolio if you want to impress.
"here is no way a single photon can bounce off diffusely, pass through with translucency, and reflect in a glossy way at the same time. It's a physical impossibility."
My next projects are going to be a procedural star and galaxies, so stay tuned! 🌌 I’ve also been looking at landscape stuff recently, so good suggestion, I’ll keep looking into that : )
That looks great but the rings wouldn't cast a shadow on the planet. The planet does cast a shadow on the rings but not the other way around. This is because the rings are not a big solid disk. They are made up of many chunks of rock and ice. Those tiny shadows would dissipate long before they could ever reach the planet. But nice render anyway.
Love the videos brother, literally nobody on youtube makes space tutorials like you. Really thankful that you have taken the time to make these, they have helped me a lot
I love how this comes immediately after I get some good rings in my project. I might modify my workflow to see how these look 👍
SPACE ENGINE PFP
i love how you do all of this and all you need is a noise texture, mapping and two colour ramps
anyone have a solution to these? at 8:25 when I plug in the multiply node into the mix shader, my rings just dissapear, i cant see them at all, and at 5:13 I did you said but, the closer my grey color is to black the darker my rings become, basically whatever color is on the left, my rings just become that color, anyone please help me fix these issues
having the same problem rn
@@RealBlueMC-Eshan idk what the problem was, but i just abandonded the blend file and started again, and made sure to follow carefully, it worked
Never stop making videos! And if you still plan on doing it. We're still waiting on the Star tutorial!! Would absolutely love it! I made my first planet tonight and it looks millions of times better than my own! And your way of making stars in the cinematic planets video is sooooo perfect! Thank you! Thank you! Thank you!
Bro you got some hell of a good tutorials.. I feel like one of the few people who are getting this premium content for free! I would love if you can please make a tutorial on space cinematography composition. It would be perfect
Thanks dawg! Good recommendation too!
Try a view out across the ring plain from within the cloud tops with some clouds obscuring the rings.
I absolutely love this stuff as a fellow space nerd. I was wondering if you could use something similar to the gas giant texture for a star? Making all the darkspots and stuff would be cool, thanks!!
Making a procedural star is my next project! : ) ☀️
@@AlaskanFX how did you learn all these math nodes? It's the worst thing to learn in blender for me
Amazing. Thanks for these great tutorials.
I've been waiting for this exact vid from someone. Will be tinkerign around with these ideas myself for sure. Thank you for making these vids!
Glad to make them! 🪐
This rings are very well done. 👍
Additionally for 4.x people use Noise Textures instead of Musgrave.
Specifically with the hetero terrain type
looks fantastic!
bro your tutorials are too good
Thank you for all of these tutorials! Can you please make videos about animations? like how to make the planet spin, how to work with camera and etc. Thanks again :)
Some observations:
1) Use 1D musgrave instead of 3D musgrave and just math/add your seed into the vector math/length to drive the W value. 1D should be faster to compute than 3D or 4D.
2) What musgrave - at least prior to the addition of the normalization function - outputs wrt range, greatly depends on its settings. Map Range clamped and Color Ramp both clamp this value, but there are cases when you want to exploit this massive range output or counter against it properly without clipping.
3) Generators can be expensive, be more critical about using too many generators. I'd try hard to figure out how to manipulate already existing generator outputs to produce more detail. I.e. a multiply -> sine -> remap might do the trick.
4) Try to preview the output of the node at all times. It's like you're watching an already existing node setup and just recreating it instead of explaining the thought process of what you're doing. We get to re-create it, sure, but the learning potential is limited.
5) Use Mix Shader instead of Add Shader. Even if you can get away with it if you know what you're doing, using Mix is just safer wrt energy conservation. There is no way a single photon can bounce off diffusely, pass through with translucency, and reflect in a glossy way at the same time. It's a physical impossibility.
Some far more complex considerations:
6) What is "realistic" wrt shading rings? There was some old sciency angle on this some 30 or so years ago, but I'm unable to find it atm. But in general, diffuse and translucency may have different distinctions when lit from above or below, when watched from above or below, as well as against or from the light, in addition to the Seeliger effect while close to opposition. I attempted this ages ago in Blender but came to the conclusion it can't be done as we don't have direct access to light information (only closures). Whereas I could do it 30 years ago in a recursive raytracer (not a path tracer).
7) For Saturn, there are 4-5 moons in the A-F rings alone, and these do impact what's going on with the rings. Typically local disturbances creating streaks and speckles.
8) Moons in the ring system also create wave disturbances in front of the moon close to the planet (due slightly faster orbit) and wave disturbances behind the moon further away from the planet (due slightly slower orbit).
9) For a ring flythrough, especially a slow one, you might want to consider a gradual change between texture and particle system based on distance.
I don't "need" (never "needed" I guess) space renders anymore myself, so I never attempted points 7 and 8. Maybe this is something you want to have a go at? Probably not "needed" by most, but nice to have in a portfolio if you want to impress.
"here is no way a single photon can bounce off diffusely, pass through with translucency, and reflect in a glossy way at the same time. It's a physical impossibility."
Thank u man soo mush can u please show us a Toturial for a galaxy and landscape planets like Venus and Mars
My next projects are going to be a procedural star and galaxies, so stay tuned! 🌌
I’ve also been looking at landscape stuff recently, so good suggestion, I’ll keep looking into that : )
Well done, thank you!
Thanks it worked well 👍
amazing work!
hello, not bad! I replaced them with a texture for scene
Very cool ! Thanks !
One question are the ring textures transparent and can I bake them into textures?
They are and you can bake anything pretty much to a texture. There’s some good tutorials online for how to do so 👍
Mil gracias, me encantan tus tutoriales ❤❤
Me encanta. Nuevo subscriptor.
nice, last thing thats missing is stars and we can create whole solar systems
Like as soon as I start watching
That looks great but the rings wouldn't cast a shadow on the planet. The planet does cast a shadow on the rings but not the other way around. This is because the rings are not a big solid disk. They are made up of many chunks of rock and ice. Those tiny shadows would dissipate long before they could ever reach the planet. But nice render anyway.