For getting the gradient for the glow of the moon, we can use object coordinates and select the moon object in the "Object" field in the texture coordinate node. That way the gradient will always start from the origin of the moon object.
I think UV mapis easier, just look at it and project from view, if you already have a UV map then add a new one and assign each to it's corresponding node.
THANK YOU SO MUCH!!! The Sky Texture alone adds so many variations to the lighting just by a few slides but with that and this shader combined you can create effects OUT OF THIS WORLD!! Youre a legend.
9:30 I'd recommend multiplying the moon emission strength with a math node rather than changing the bloom settings, as that will only make the moon have strong bloom around it (which is more realistic)
Hmm, when my clouds moved, the moon remained in front of them. To put the moon behind the clouds, I duplicated the sky dome and scaled it down to .97, duplicated the sky material too, renamed to clouds and put the clouds nodes only on the inner dome, leaving the moon and the stars sky material on the outer one. The inside dome needed a mix-shader and transparent shader to allow the moon and stars from the outside dome to shine through. The moon glow works on the clouds very well. For EEVEE to use transparent shader, had to set clouds material to alpha-hashed. I don't know if it matters, but after I made the first dome, I made sure that the normals were all facing inward toward the camera view.
A method I used to create a Sun disk in the world material settings was to use a map range node. From max was 1 and from min was just short of 1 (I had it at about 0.99995). To min was 0, to max was 500. By changing the from min and to max values, you might be able to repurpose it as a low-intensity moon glow and adjust with additional nodes to get a better result (and it's perfectly circular, too). This was applied to the World material, not to an object (also keep in mind that this is an outer space scene).
Love it. How about a stars 'volumetric' that would be cool. Like if could move through it and have some light trails coming off the stars as moving past. Not sure if the motion blur feature in cycles works with volumetrics, but maybe.
This is great! I haven't seen any of your tutorials until now but, I love it. The organisation of your nodes is something I never thought put much thought into and I'm definitely going to now (and the tutorial was brilliant too lol). Great work!
Btw, I love it that your video does NOT include music. This way I can click through your tutorial for a few hours and re-watch stuff until I get it while listening to my own music the whole time. This really is a big plus!
This is the best skydome tutorial I've found yet and I've give 4 or so previous tries and found the results... middling at best. The results here are consistent and yield better overall results. Thanks! Also purchased your course, Martin. I like characters and all, but environments hold the greatest draw and appeal. Looking forward to learning more!
love the tutorial, super easy to follow even for a beginner :D also banging my head on my desk cause image to plane add-on is apparently a thing that exists and I had a bunch of hyperrealistic drawings just gathering dust
I saw people using hotkeys like Shift + T but they never explained that I needed Node Wrangler to use it, so I was always stumped. Thanks for explaining that! Definitely silly that it is not enabled by default.
the easiest solution for the moon lighting I UV map, just look at it and project from view, if you already have a UV map then add a new one and assign each to it's corresponding node.
Thank you for this great tutorial. I learned so much! I am currently working on the Cubic World tutorial and decided to add a moon to the scene. One comment- Maybe I am doing something wrong but the plane as image works great until you animate the camera. Then as you move the camera to the sides the moon's geometry distort and forms an ellipse rather than a circular shape. I substituted a sphere ( I know it's a cubic world) with an image texture for the plane and it doesn't distort as the camera moves to the sides.
Where were you when I was building a Rocket ship to Mars? Fantastic tut ! very well thought out. Any thoughts on Anti-grav modulators to make my Ship look cool!
If you have trouble adjusting the gradient texture coordinate nodes, or it doesn't seem to adjust at all / adjusts predictably, make sure it is set for "quadratic" and not "quadratic sphere". That's the rookie mistake I made! :P
Absolutely wonderful tutorial! Before my skies were awful. Id recommend this to any beginner in blender as it is super easy to follow and gives terrific results!
My day made ... This topic is what I need at this very moment .. I was asking my self how will I do this with out an HDRI since most of them are really not that great
I am most certainly going to recreate this sky for a baseball stadium project I’m working on in blender. I would also like to create from scratch a daytime sky like the night you created. Is there a video on that as well?
Good tutorial! 👍 I just wonder why people almost always use the Color output of the Noise Texture when they need greyscale noise... there is a Fac output for that and in the newer versions of Blender they already put it above the Color socket because it's more useful for most cases... Oh, and I prefer the Voronoi texture for stars but that's just me 😄
So I absolutely plan to get your Master course. HOpefully you will actually see this as I do wanna know if this can be used to easily build a land area for a scene in an animation involving characters and what not? Edit: By "This" I meant the Master Course.
it's useful to make a night scene 11:22 make it "object" on texture coordinate, if you want not to look stretchy recommendation from me: after done with all that it's better to render it as an HDRI tutorial to doing that: ua-cam.com/video/p40ZBX9hXbE/v-deo.html
Well, about node wrangler, many addons are not active by default despite "virtually everyone" using them since some addons, even built-in ones, tend to not co-operate well with each other, even causing crashes.
Fantastic tutorial man, really helpful! I followed along in Cycles since my overall project looks a bit better there, and the result is almost identical. Only holdup I'm having on it is trying to emulate the Eevee bloom, any pointers?
Heya, great tutorial, though I was wondering what would happen if it was made in Cycles? I know you give that option for turning off the shadows in Cycles, but if you continued in cycles, would there be any other consequences? thanks so much
Sure thing, just make a mesh in shape of lighting ( this addon might help developer.blender.org/T27189 ), add emission shader to it and animate a very strong light to light up when it appears.
For getting the gradient for the glow of the moon, we can use object coordinates and select the moon object in the "Object" field in the texture coordinate node. That way the gradient will always start from the origin of the moon object.
This was my solution as well. Awesome easy trick.
I was just going to say that lol!
@Captain Reason Switch from Texture to Point in the Mapping node.
That worked like a charm and will no doubt be useful in the future too.
For people that are still confused about the shader setup: imgur.com/a/phqSJro
I think UV mapis easier, just look at it and project from view, if you already have a UV map then add a new one and assign each to it's corresponding node.
THANK YOU SO MUCH!!!
The Sky Texture alone adds so many variations to the lighting just by a few slides but with that and this shader combined you can create effects OUT OF THIS WORLD!!
Youre a legend.
what a coincidence. i was literally about to search for a tutorial on this and you just happen to upload it... thank you
Haha awesome!
Can't afford to take your course yet Martin, but this is something I really need to do! Looks amazing.
Thank you for offering this course as well as keeping it updated. Short enough yet has all the most important detail to do the lessons.
9:30 I'd recommend multiplying the moon emission strength with a math node rather than changing the bloom settings, as that will only make the moon have strong bloom around it (which is more realistic)
Good tip, thanks :)
merci
The Andrew Kramer of Blender tutorials. Loved it
Hmm, when my clouds moved, the moon remained in front of them. To put the moon behind the clouds, I duplicated the sky dome and scaled it down to .97, duplicated the sky material too, renamed to clouds and put the clouds nodes only on the inner dome, leaving the moon and the stars sky material on the outer one. The inside dome needed a mix-shader and transparent shader to allow the moon and stars from the outside dome to shine through. The moon glow works on the clouds very well. For EEVEE to use transparent shader, had to set clouds material to alpha-hashed.
I don't know if it matters, but after I made the first dome, I made sure that the normals were all facing inward toward the camera view.
Hi, yes, thats a drawback of my approach - your approach solves it well, thanks for sharing!
A method I used to create a Sun disk in the world material settings was to use a map range node. From max was 1 and from min was just short of 1 (I had it at about 0.99995). To min was 0, to max was 500. By changing the from min and to max values, you might be able to repurpose it as a low-intensity moon glow and adjust with additional nodes to get a better result (and it's perfectly circular, too). This was applied to the World material, not to an object (also keep in mind that this is an outer space scene).
Absolutely love this tutorial. I was just thinking about making night scenes.
I am in love
It took me all night. But I did it. And it looks co pretty. I love it ♥♥☺
Love your Landscape course Martin, thank u for all this good content!
Andrew Kramer of Blender tuts. Loved it
Thank you.
I make my own night sky, thanks a lot!!! Great tutorials as always!!
Hello Martin, it's so nice to see you here again) and as always material in the tutorial is TOP)
Thank you!) and to all in your team)
Cheers! :)
Love it. How about a stars 'volumetric' that would be cool. Like if could move through it and have some light trails coming off the stars as moving past. Not sure if the motion blur feature in cycles works with volumetrics, but maybe.
From Brazil here. Subscribed. Thanks for this toturial and more.
This is so beautiful! Thank you Martin!
I made the star distribution a little more random, it made it look a little more realistic
how?
@@ElijahWLYT I don't even remember lol
@@ElijahWLYT I think I mixed a bigger noise map with the stars to make them more clustered
This is great! I haven't seen any of your tutorials until now but, I love it. The organisation of your nodes is something I never thought put much thought into and I'm definitely going to now (and the tutorial was brilliant too lol). Great work!
honestly i thought i would struggle keeping up but it ended up looking very nice, i added a purple-ish color to my starry sky, thank you for the tut!
You're very welcome. Glad you enjoyed it!
~ Daniel
hey can you share your project file ?
This is such a cool tutorial, I looked up how to do this and figured it would just be someone with an HDRI or something. Really great stuff!
Thank you Martin
wow thank you so much man this is exactly what i was looking for
Now I can make my own night skies 😊. Thanks for the video
This is awesome! Thanks!
Btw, I love it that your video does NOT include music. This way I can click through your tutorial for a few hours and re-watch stuff until I get it while listening to my own music the whole time. This really is a big plus!
This is the best skydome tutorial I've found yet and I've give 4 or so previous tries and found the results... middling at best. The results here are consistent and yield better overall results. Thanks! Also purchased your course, Martin. I like characters and all, but environments hold the greatest draw and appeal. Looking forward to learning more!
Cheers, so glad to hear that!
Martin Bro, thanks!
I personally love to combine new Sky Texture with the noise texture =)
Thanks for the tutorial.
you dont need to use transforms for keyframes, you can keyframe directly within materials
UA-cam gives me this video recommend after my pc explode (because minim ram) 😪
But thanks to make this video 😊
Now i know how to make sky
Very nice looking!
wow! not sure i'd call the node setup simple, but this is a great video. thanks!
love the tutorial, super easy to follow even for a beginner :D
also banging my head on my desk cause image to plane add-on is apparently a thing that exists and I had a bunch of hyperrealistic drawings just gathering dust
Well now you know how to use them! 💪 Great to know that you liked the tutorial :)
~ Masha
Thank you for your tutorials! You have a truly talent to mentor and teaching people's! Top youtube content! Everything looks very realistic!
You are greatttttttttttttttt. First time I watched ur channel
Excelent Video! I'm new using blender and the way you explain things help me a lot!
0:07 I see a one eyed cat in the sky lol
I saw people using hotkeys like Shift + T but they never explained that I needed Node Wrangler to use it, so I was always stumped. Thanks for explaining that! Definitely silly that it is not enabled by default.
Great video mate
Excellent video. Thank you!
Thanks 💖
Nice! Thanks 👍
the easiest solution for the moon lighting I UV map, just look at it and project from view, if you already have a UV map then add a new one and assign each to it's corresponding node.
Best sky tut ever thanx
Thank you ! Glad you liked it ! Things can always get better.. as they say: 'The sky is the limit' :)
Well done! What a wonderfully smoothly created tutorial. Thanks for your contribution to the community.
Glad you like it!
Excellent, high quality tutorial. Clean and clear, it was a joy to watch. Thanks!
Fantastic I love your 3D environment course.
Thank you for this great tutorial. I learned so much! I am currently working on the Cubic World tutorial and decided to add a moon to the scene. One comment- Maybe I am doing something wrong but the plane as image works great until you animate the camera. Then as you move the camera to the sides the moon's geometry distort and forms an ellipse rather than a circular shape. I substituted a sphere ( I know it's a cubic world) with an image texture for the plane and it doesn't distort as the camera moves to the sides.
You can work with the plane too, but then you would need to constrain its rotation to the camera.
~Egon
Very insightful tutorial. Thanks
thank u
amazing tutorial!
my settings for the gradient texture is
x
-0.5
y
-0.6
z
0.4
in the step called positioning the glow
Where were you when I was building a Rocket ship to Mars? Fantastic tut ! very well thought out. Any thoughts on Anti-grav modulators to make my Ship look cool!
Nice
If you have trouble adjusting the gradient texture coordinate nodes, or it doesn't seem to adjust at all / adjusts predictably, make sure it is set for "quadratic" and not "quadratic sphere".
That's the rookie mistake I made! :P
Thank you, i was so confused
no matter what option I take in the gradient texture node, the vector does not chance anything at all :(
thank you 🥰
Amazing!!!!
Absolutely wonderful tutorial! Before my skies were awful. Id recommend this to any beginner in blender as it is super easy to follow and gives terrific results!
Awesome tutorial
Very good tutorial, thanks!
16:42 bottom right, The only issue is that there are some gradation artifacts to be solved, the rest is good.
very good I liked it thank you.
Bravo, great tutorial
epic thanks, i never gonna need to use fake images as planes for backgrounds again
Really nice tutorial, thank you. I feel like I'm in Skyrim when I watch your vids. ;)
Really great tut
Thanks dude
wow
This is genius
incredible tutorial wow...............
🤩🤩😍
that was amazing video
thank you so much
amazing video! thanks a lot. defo gonna get the course
My day made ... This topic is what I need at this very moment .. I was asking my self how will I do this with out an HDRI since most of them are really not that great
youre the goat
new to your channel this tutorial was awesome this helped alot
I am most certainly going to recreate this sky for a baseball stadium project I’m working on in blender. I would also like to create from scratch a daytime sky like the night you created. Is there a video on that as well?
Good tutorial! 👍 I just wonder why people almost always use the Color output of the Noise Texture when they need greyscale noise... there is a Fac output for that and in the newer versions of Blender they already put it above the Color socket because it's more useful for most cases... Oh, and I prefer the Voronoi texture for stars but that's just me 😄
I guess habit from the previous versions ;-)
~Egon
@@cgboost Well, don't worry, I think you're in good company 😄
I added a "track to" constraint to my moon so that it always faces the camera so it always appears as a proper circle.
Good tip, thanks!
holy shit thats much needed
So I absolutely plan to get your Master course. HOpefully you will actually see this as I do wanna know if this can be used to easily build a land area for a scene in an animation involving characters and what not?
Edit: By "This" I meant the Master Course.
Wow what the heck I looked for a video on how to do this yesterday
🔥🔥🔥
Thank bro :D
thanks
it's useful to make a night scene
11:22 make it "object" on texture coordinate, if you want not to look stretchy
recommendation from me: after done with all that it's better to render it as an HDRI
tutorial to doing that: ua-cam.com/video/p40ZBX9hXbE/v-deo.html
Wish to thank you so much, your tutorial really help me in a "home Project", may i put the link of your tutorial on my proj. Refs.?
Sure! Thanks for appreciation! :)
Well, about node wrangler, many addons are not active by default despite "virtually everyone" using them since some addons, even built-in ones, tend to not co-operate well with each other, even causing crashes.
Fantastic tutorial man, really helpful! I followed along in Cycles since my overall project looks a bit better there, and the result is almost identical. Only holdup I'm having on it is trying to emulate the Eevee bloom, any pointers?
You can add the bloom in post-production with glare node inside the compositor.
~ Masha
Idk, NASA's starmap wrap is pretty darn good. But I do like making my own universe's.
Does this work for cycles as well?
Heya, great tutorial, though I was wondering what would happen if it was made in Cycles? I know you give that option for turning off the shadows in Cycles, but if you continued in cycles, would there be any other consequences? thanks so much
I think apart from slower render times there is no big difference in Cycles, I use these skies in Cycles all the time 🙂
in having issues putting the moon onto the dome
are you able to make lightning ?
Sure thing, just make a mesh in shape of lighting ( this addon might help developer.blender.org/T27189 ), add emission shader to it and animate a very strong light to light up when it appears.
I’m trying to create the starry field but I can’t see any of the noise, my entire scene appears black. What am I doing wrong??
How to make it work with cycles?