Probably the best turorial about nebulas I ever seen. Really simple to setup, easy modifications, and allows to scale volume mesh without loosing anything. Really thanks and sorry for my english!
I've been looking at many tutorials but this is exactly what I need. I like that it is emanating from the middle in a circular shape, of course it's the gradient node but my brain was not working at all. Thank you!
one of the most realistic nebula tutorial's I've seen, very clear instructions as well , thanks for the sharing and the stars off the hook gotta watch that tutorial lol
WOW, thank you dude! i had, i say had as you just helped me fix it. that darn camera not seeing my model, and it was the end clip needing to be raised. TY (@ like 3:303:40 time frame)
Awesome tutorial! Well explained and a nice recap at the end. Aaaand the results look stunning! Thank you! :) The only thing I changes was to render with Cycles which somehow gave me much sharper renders.
Really amazing tutorial. Thank you for making this, definitely going to use this in my projects! I will say though that my final render is coming out very blurry in eevee - my viewport looks great, i have a decent PC so my volumetric tile size is at x2 and my rendering samples was about 1024. Ended up switching to cycles which produced some similar results but less blurry:)
Merci pour cette vidéo de grande classe. Ton travail est bluffant ! Quel plaisir a te suivre. J'utilisais AE pour créer des rendus spatiaux et je sais maintenant utiliser Blender pour faire différemment et tellement plus réaliste. Merci beaucoup... Thank you for this high-class video. Your work is amazing! What a pleasure to follow you. I used AE to create spatial renderings and now I know how to use Blender to do differently and so much more realistic. Thank you very much..
Great tutorial! Thanks for the inspiration. I followed the tut exactly just in case but I wasn't able to get the streak effect though at 13:12. It still looks like a cloud and sliding the ramp and the textures don't seem to be having any effect but I'll try to see what can be done. Still a great tutorial.
@@daninyikos7122 Ok so I started a new file and tried it again just now.😅 I kept tweaking the scale, detail, and roughness in the noise texture @ 13:06. (the numbers were similar to his. Scale: 1-3 | Detail: 10-12 | Roughness: 0.4-0.5) The results were not so visible so I changed my tile size to 2 px and the streaks became evident. Don't know if it helps but good luck!
i figured it out since i had the same fucking problem, you are connecting the COLOR node from "noise texture" to mapping, and you should always connect Fac. output to Vector and Fac. output to ColorRamp. Im guessing Color output has much more data thats interfering with the 0 to 1 info that the Fac output has. :)
You and me are very similar, I do the same thing, except in Terragen. It has very realistic cloud systems you can do procedural 3D nebulas in. And starfields. I used your starfield tutorial for Blender and it is very nice, and actually very similar to what I do in Terragen. You should check out the Nebula topics on the Terragen forums, especially the Sirenko-Type, a type of cloud warping originally introduced by Denis Sirenko (he has an art station with some Terragen nebulas. Very realistic.)
plugged the gradient into the volume shader and I'm getting a transparent cube not a sphere. In fact anything else I plug into the shader after that point just gives me transparency after that point. What am I doing wrong?
Can I export it as an obj file? Because when I took it out, it turned out to be a cube instead of a nebula. I'm using blender for the first time so it's a bit confusing.
Opinion of a humble astrophotographer: Firstly, I advise you to take a look at pictures of the Orion Nebula (M42), Thor's Helmet (NGC 2359), and the famous 'Veil Nebula' (NGC 6992 and 6960). These are the most colorful ones in blue, white, and red. Generally, most other nebulae (at least in our galaxy, like the North America Nebula, California Nebula, Heart Nebula, Soul Nebula, Lagoon Nebula, etc.) display shades ranging from dull yellow to dirty brown, with a gradient of orangish-red that isn't very photogenic... Well, that's my opinion ^_^. The most critical point: your sky background is too dark. Typically, one adjusts the RGB values to around 20, 20, 20, with a margin of +/- 5. Thankfully, otherwise it would be challenging to highlight dust clouds or dark nebulae. Without delving too much into the details, the color green only appears in photos of the SHO (sulfur, hydrogen, oxygen) type or with other specific 'narrow band' filters. In standard RGB photos, meaning those that use the same spectrum as the human eye, this hue isn't present. If it is, it's likely because the astrophotographer forgot to use the SCNR (Stellar Color Noise Reduction) function in their software ;) ... Or they incorrectly configured the Bayer matrix if they're using a digital camera... Or their white balance is off... Or they made a mistake with their filters... Alright, there are many possible reasons ;) but generally, in a classic RGB photo, the presence of green indicates something's amiss ^_^ Lastly, not all stars are white ^_^, they can be white, yellow, red, or blue... Occasionally, I happen to see violet when observing Sirius, but that's probably just me ;)
Hey so I'm having one issue and I dont know if it's an easy fix in the sense of you giving an answer based on my description. So I did the updated procedural starfield tutorial and it looks great when viewed outside of the camera view. But when I look at it from the perspective of the camera, I only see a few stars as if I zoomed deeply onto them. I think that is a key step in finalizing the nebula I made. I would appreciate any help/insight
I'm having the same exact issue. I came up with two workarounds. One is that you render both, the nebula and starfield separately and then composite in photoshop. Or you can decrease the star size to a minimum in their respective color ramps in the shader editor. Try both and let me know what worked for you. Cheers ✨
Hey, i love your videos! I had a question. At 5:13 when you connect the gradient texture color to the principled volume density the sphere never comes instead what happens is that the cube just goes grey. Would you be able to help me out and give some ideas on what is going wrong here? Thank you
@@jamesrobertson2712 for a final render i used 1024 samples with a resolution of 3840px at 100%. I use a tile size of 2px with 256 vol samples, in eevee.
When I render the final image in 4 px, I get an image but it's blurry. So what I do is render in 2px but the problem is it only renders a black image, is there a way to fix this??
This is a great and short video but for anyone on Blender 3.1 out there like me I couldn't figure out why my object stop showing up as a sphere after connecting the node to the Principle Volume density socket. I don't know why, but maybe the 3.1 vs 2.9 update simply decided we don't need the Principle Volume Node anymore.
Help me please... I know this video is quite old now but when I try to use the principal volume and the gradient texture I see NOTHING. I try downloading the new version but it doesn't work...
Could be because of the following: 1. You have not switched to render view 2. You have not added a light source or the light source's power is not cranked up high enough 3. You have not changed your render engine from Eevee to Cycles 4. Your camera and view End Clipping distance are/is not set to a big enough value
Hi, great tutorial, thanks for sharing. Using Eevee, my cube disappears as soon as I plug the gradient texture into the principled volume shader. Cycles works fine. Anyone else facing this problem? Running Blender on an iMac Pro.
Had to stop. I'm using version 3.5, and none of this worked. Instead of a white box, it gave me a black volume box. Then I couldn't change the box into a sphere using the method you presented. Followed what you put there, but none of it worked. I give up. Perhaps they've renamed some of these nodes? That just happened to me in another tutorial. Anyway, you might want to revisit this since the program has gone through a major upgrade, because this looks really cool, but the method you've demonstrated here isn't working anymore.
ok, check if you have the following set up correctly: you are using procedural volume instead of procedural BSDF, on the texture coordinates, you should be using the object output instead of generated, the mapping node should be type: texture and finally the gradient node should be in spherical. let me know if that helps. also, double check that you are using eevee and that you have a point light source inside the cube with enough power.
thanks for that video, it is very useful. I also listen to your video on the procedural starfield and added it. the Still image looks great but, i tried to keyframe a camera move and noticed that the background looks like it does not follow the camera move as expected and also, the nebula changes shape, a little bit, between each frame. What is happening? can you guide me?
and now there is no detail. its just a bright light. fucking sake. Been through like 20 blender tutorias and your the only one so far that i cant follow along with, your probably using quick keys or changng setting your not saying cause i am literally spending 3 hours on a 24 minute video to make sure I'm not skipping over anything and i still cant get the light to break apart.. skipped and thumbs down.
From now on, all my space projects will have 'Kaetsu Nebulas' in the 'Kaetsu Starfield'
LOL! that means a lot!
Adding a tad of distortion helps sell the look, and putting your noise textures into 4d allows for all sorts of different shapes. Thanks for the help!
Probably the best turorial about nebulas I ever seen. Really simple to setup, easy modifications, and allows to scale volume mesh without loosing anything.
Really thanks and sorry for my english!
I've been looking at many tutorials but this is exactly what I need. I like that it is emanating from the middle in a circular shape, of course it's the gradient node but my brain was not working at all. Thank you!
I just watched two or three nebula tutorials, and this is the best one yet. Excellent job!
14:00 that "pretty f*... pretty cool" is actually so relatable.
one of the most realistic nebula tutorial's I've seen, very clear instructions as well , thanks for the sharing and the stars off the hook gotta watch that tutorial lol
The BEST nebula tutorial !!!
Now I can go thorugh the universe !!!
Thank you for this great tutorial. Great results, flexible set up - perfect.
I love this video, and i love to see someone with passion explaining such cool things! I wish you all the best!
You can achieve some good results by playing with Location in a Mapping node, I tried it myself and it just gives you so different and cool patterns
WOW, thank you dude! i had, i say had as you just helped me fix it. that darn camera not seeing my model, and it was the end clip needing to be raised. TY (@ like 3:30 3:40 time frame)
Awesome tutorial! Well explained and a nice recap at the end. Aaaand the results look stunning! Thank you! :)
The only thing I changes was to render with Cycles which somehow gave me much sharper renders.
Ive been experimenting with nebulaa and this is super helpful. Thanks!
Its scam, who ever see this! Just 2 bots chatting
Thank you for the detailed tutorial. The final result is astounding!
Amazing result with a (kind of) simple method. Great video.
Really amazing tutorial. Thank you for making this, definitely going to use this in my projects! I will say though that my final render is coming out very blurry in eevee - my viewport looks great, i have a decent PC so my volumetric tile size is at x2 and my rendering samples was about 1024. Ended up switching to cycles which produced some similar results but less blurry:)
Amazing tutorial and results ! Thanks for posting !
Thanks for the great tutorial! Very helpful and creative yet simple.
Thank you Kaetsu!! You killed this tutorial! :)
for anyone having problems in cycles reduce the scale of the spherical gradient.
An updated tut would be great
tried to do it 4.1 and then noticed it was done in 2.91 lol
great tut :)
Muchísimas gracias por este trabajo! También revisé el tutorial sobre campos de estrellas. Magnífico!
gracias!
Merci pour cette vidéo de grande classe. Ton travail est bluffant ! Quel plaisir a te suivre. J'utilisais AE pour créer des rendus spatiaux et je sais maintenant utiliser Blender pour faire différemment et tellement plus réaliste. Merci beaucoup...
Thank you for this high-class video. Your work is amazing! What a pleasure to follow you. I used AE to create spatial renderings and now I know how to use Blender to do differently and so much more realistic. Thank you very much..
Thanks for this super useful tutorial!
You’re welcome!
Great work. Thank you for the insights into your workflow.
Glad it was helpful!
Great tutorial! Thanks for the inspiration. I followed the tut exactly just in case but I wasn't able to get the streak effect though at 13:12. It still looks like a cloud and sliding the ramp and the textures don't seem to be having any effect but I'll try to see what can be done. Still a great tutorial.
Same as you . Did you get answer since then?
@@daninyikos7122 Ok so I started a new file and tried it again just now.😅 I kept tweaking the scale, detail, and roughness in the noise texture @ 13:06. (the numbers were similar to his. Scale: 1-3 | Detail: 10-12 | Roughness: 0.4-0.5) The results were not so visible so I changed my tile size to 2 px and the streaks became evident. Don't know if it helps but good luck!
i figured it out since i had the same fucking problem, you are connecting the COLOR node from "noise texture" to mapping, and you should always connect Fac. output to Vector and Fac. output to ColorRamp.
Im guessing Color output has much more data thats interfering with the 0 to 1 info that the Fac output has. :)
@@cerealfede Thanks a lot for this. Really helped me out!
god this is beautiful ! good work !
Love this! I will show the results once I have everything together. Cheers!
You and me are very similar, I do the same thing, except in Terragen. It has very realistic cloud systems you can do procedural 3D nebulas in. And starfields. I used your starfield tutorial for Blender and it is very nice, and actually very similar to what I do in Terragen. You should check out the Nebula topics on the Terragen forums, especially the Sirenko-Type, a type of cloud warping originally introduced by Denis Sirenko (he has an art station with some Terragen nebulas. Very realistic.)
wow! i'll make sure to read more on it! thanks for the tip!
Hey Kaetsu you think you can do a Blackhole tutorial? Like the one in Interstellar
Fantastic Tutorial !
thanks watched the whole thing and did it
my fog is is very bright, like high contrast but when i add a contrast node and turn it down it does nothing. fix?
Amazing tutorial! Thank you so much for your help.
This is beautiful, thanks!
Amazing tut , subscribed
You sir, are a genius - thanks 1000x for sharing this!
Now on to finding out, how I can use or achieve this in Unity for my game ^^
You're very welcome!
Nice.
Thank you for this tutorial!
plugged the gradient into the volume shader and I'm getting a transparent cube not a sphere. In fact anything else I plug into the shader after that point just gives me transparency after that point. What am I doing wrong?
I'm stuck with the same problem
I enjoy making them too so thank ypu so kuch for this tutorials
My pleasure 😊
Can I export it as an obj file? Because when I took it out, it turned out to be a cube instead of a nebula. I'm using blender for the first time so it's a bit confusing.
Opinion of a humble astrophotographer:
Firstly, I advise you to take a look at pictures of the Orion Nebula (M42), Thor's Helmet (NGC 2359), and the famous 'Veil Nebula' (NGC 6992 and 6960). These are the most colorful ones in blue, white, and red. Generally, most other nebulae (at least in our galaxy, like the North America Nebula, California Nebula, Heart Nebula, Soul Nebula, Lagoon Nebula, etc.) display shades ranging from dull yellow to dirty brown, with a gradient of orangish-red that isn't very photogenic... Well, that's my opinion ^_^.
The most critical point: your sky background is too dark. Typically, one adjusts the RGB values to around 20, 20, 20, with a margin of +/- 5. Thankfully, otherwise it would be challenging to highlight dust clouds or dark nebulae.
Without delving too much into the details, the color green only appears in photos of the SHO (sulfur, hydrogen, oxygen) type or with other specific 'narrow band' filters. In standard RGB photos, meaning those that use the same spectrum as the human eye, this hue isn't present. If it is, it's likely because the astrophotographer forgot to use the SCNR (Stellar Color Noise Reduction) function in their software ;) ... Or they incorrectly configured the Bayer matrix if they're using a digital camera... Or their white balance is off... Or they made a mistake with their filters... Alright, there are many possible reasons ;) but generally, in a classic RGB photo, the presence of green indicates something's amiss ^_^
Lastly, not all stars are white ^_^, they can be white, yellow, red, or blue... Occasionally, I happen to see violet when observing Sirius, but that's probably just me ;)
Hey so I'm having one issue and I dont know if it's an easy fix in the sense of you giving an answer based on my description. So I did the updated procedural starfield tutorial and it looks great when viewed outside of the camera view. But when I look at it from the perspective of the camera, I only see a few stars as if I zoomed deeply onto them. I think that is a key step in finalizing the nebula I made. I would appreciate any help/insight
I'm having the same exact issue. I came up with two workarounds. One is that you render both, the nebula and starfield separately and then composite in photoshop. Or you can decrease the star size to a minimum in their respective color ramps in the shader editor. Try both and let me know what worked for you. Cheers ✨
Challenge! Can you make a nebula like a cat's eye?
Subscribed cuz this da best : )
Great tutorial
Thank you!
great vid
Très bon tuto ! Merci pour le partage.
Hey, i love your videos! I had a question. At 5:13 when you connect the gradient texture color to the principled volume density the sphere never comes instead what happens is that the cube just goes grey. Would you be able to help me out and give some ideas on what is going wrong here? Thank you
check if you are using principled volume and plugging it to the volume output.
you need to set your gradient texture to spherical
also, when in Eevee , the picture turned too blurred at some point and still did not get it back.
did you try decreasing the tile size? that tends to sharpen the volumes (albeit at the expense of performance)
@@kaetsusstudio Which render settings did you use ? In both EEVEE and Cycles, the image turns out very pixelated...even with tile seize of 2px.
@@jamesrobertson2712 for a final render i used 1024 samples with a resolution of 3840px at 100%. I use a tile size of 2px with 256 vol samples, in eevee.
Great Tuto, Thanks
Is there anyway to take the state of that volume and simulate it with particles
When I render the final image in 4 px, I get an image but it's blurry. So what I do is render in 2px but the problem is it only renders a black image, is there a way to fix this??
Just Amazing!!!
Very nice, thank you
As a fellow astrophotographer, great job!!!
Do you know how to export the the nebulas depth map normalised between 0 and 1 by any chance?
Excelente video no se cómo di con tu canal pero te has ganado un nuevo subscriptor
Muchas gracias Fernando!
Fantastic,one question,how we can export and use this like an structure ,in unity or other software?
I'm a baby game designer from Russia. Thank you very very much!!!
This is a great and short video but for anyone on Blender 3.1 out there like me I couldn't figure out why my object stop showing up as a sphere after connecting the node to the Principle Volume density socket.
I don't know why, but maybe the 3.1 vs 2.9 update simply decided we don't need the Principle Volume Node anymore.
I just scaled up on my mapping node to 12 or so...
my nebula is very blurry I have the ptx set at 4 idk what to do
Are you able to show the activity as actual equations possibly?
Awesome!!!
Thanks!!
Hi! Thank you for the tutorial. Which are the specs of your pc?
GTX1660ti
AMD Ryzen 7 3800x 8-core
16Gb Ram
Help me please... I know this video is quite old now but when I try to use the principal volume and the gradient texture I see NOTHING. I try downloading the new version but it doesn't work...
Could be because of the following:
1. You have not switched to render view
2. You have not added a light source or the light source's power is not cranked up high enough
3. You have not changed your render engine from Eevee to Cycles
4. Your camera and view End Clipping distance are/is not set to a big enough value
idk wtf happened but my object became invisible as soon as i swapped out the image for the gradient and i still cant see it.. hhhhh
Great! Thank you
mate do you do online tuition?
I made your star background. How can I add a nebula to the background?
and the tutorial was awesome
it is possible to do something like that but in cycles?
Where did you get the HDRI space background?
Thank you so much!
You're welcome!
Hi, great tutorial, thanks for sharing. Using Eevee, my cube disappears as soon as I plug the gradient texture into the principled volume shader. Cycles works fine. Anyone else facing this problem? Running Blender on an iMac Pro.
same for me did you figure out why?
@@keetharris2010 Nope, maybe an issue with Mac and Eevee? I haven't tried it for a while. Perhaps a new version of Blender will sort it.
great tutorial but mine looks so bad i dont know what i did wrong
amazing!
i,m also having trouble finding depth in it. i need help LOL
Had to stop. I'm using version 3.5, and none of this worked. Instead of a white box, it gave me a black volume box. Then I couldn't change the box into a sphere using the method you presented. Followed what you put there, but none of it worked. I give up. Perhaps they've renamed some of these nodes? That just happened to me in another tutorial. Anyway, you might want to revisit this since the program has gone through a major upgrade, because this looks really cool, but the method you've demonstrated here isn't working anymore.
Did the whole tutorial myself and I'm experiencing this same issue...it's annoying.
Thanks for the feedback. Might as well re do it as you said... as soon as I can find sometime I'll upload an updated tutorial.
@@kaetsusstudio I apologise that I came across a bit brash..was wondering if this method would work in Cycles?
Super appreciate this tutorial, got a sub from me
Thanks for the sub!
if only my low spec pc could handle this
does it work in cycles too?
switched to 2px samples and pc crashed lol
Круто! Спасибо!
thanks a lot
Mine did not turn spherical, even when I put it to spherical. :/
ok, check if you have the following set up correctly: you are using procedural volume instead of procedural BSDF, on the texture coordinates, you should be using the object output instead of generated, the mapping node should be type: texture and finally the gradient node should be in spherical. let me know if that helps. also, double check that you are using eevee and that you have a point light source inside the cube with enough power.
It is jest MIND BLOWING !!!😯👌😃😃🤗
Cube's lucky day
LOL
thanks for that video, it is very useful. I also listen to your video on the procedural starfield and added it. the Still image looks great but, i tried to keyframe a camera move and noticed that the background looks like it does not follow the camera move as expected and also, the nebula changes shape, a little bit, between each frame. What is happening? can you guide me?
I couldn't make it finally like a web, it's still like a cloud...
Nice!
Thanks!
Where are nebulae? In the dude's basement next door.
at 3th min its so chaotic and fast . I just cant understand , anything
especially after vilumetric, u stop commenting what u do , and start clicking very fast something i don't even understand what is that how to do that
maybe its not for the beginners
you look like elder brother of post malone
make 1 min tutorials for this. with only voice where needed. to many stars in the universe for 24min nebula vids. good stuff though. Thanks!
and now there is no detail. its just a bright light. fucking sake. Been through like 20 blender tutorias and your the only one so far that i cant follow along with, your probably using quick keys or changng setting your not saying cause i am literally spending 3 hours on a 24 minute video to make sure I'm not skipping over anything and i still cant get the light to break apart.. skipped and thumbs down.
thank you very much!