if you are watching this and using blender 4.1+ and wonder where the musgrave texture went: it was combined with the noise texture. also the "mix rgb" is "mix color".
The reason your polar mask is being moved downward is because noise textures produce random values from 0 to 1. The average is .5, so when you mix it with your texture's vector you're adding .5 to all your vectors. You can fix it by applying a Map Range to the noise texture before the mixRGB node, and changing the output values to -1 to 1. Alternatevely, you can add a subtract node and subtract .5, then a multiply node and multiply by 2.
I think it's important to be aware of how you're being received by the community. I can only speak for myself but there are probably many others who agree with me. I spent the past 24+ hours burning time on crap tutorials that didn't work on 3.3; half of them were selling their planetary textures pack, the rest were using photos, and I just wanted procedural planets start to finish. I can think of only one way you could improve your tutorials: edit out all the value changes in color ramps and other nodes and just display the final values that don't change. You cover everything that needs covering, you do it in detail, your voice and speech are excellent for the task of creating tutorials, and you never seem to forget that not everybody is an expert. When I see one of your tutorials from now on, I will have zero concerns: it's not going to get any better. MOST appreciated is the lack of small talk ... "then when I was 7 my parents moved to Ohio..." EXCELLENT job on this!!!
Well it all started in 1988 when my parents met... haha thank you so much for this great comment! I appreciate your appreciation! I'll keep on doing them!
At 13:00 when adding the additional musgrave tex and screen mix, I found that it was taking Blender (v3.2) a LONG time to move from showing white to the actual shader. I did not use the mix of texture in the end. Bug with v3.2? Going back to just using the single noise tex into alpha worked fine.
I am seeing this on 3.3 as well and it's probably just the nature of how the Musgrave texture works. There is a LOT going on mathematically with shader setups this complex. Rendering CRAWLS for me with an RTX2080 card, an I9-9900K CPU, and 64 gigs of RAM, but I get the end product I've been after.
@@DanielGrovePhoto I'm already there. I'm just thinking about how to realize my own lava planet. Theoretically, and from the logic that it does not directly become a star, I would have to make your Ocean part smaller and add more distortion. Let's see, I definitely have a lot of ideas. Once again, thank you very much for this, my own solar system can be realized.
@@mortem6889 if we're talking real astrophysics a planet would need a Lot of mass to turn in to a star. Maybe a brown dwarf but what would cause that collapse I don't know. I turned my ocean bsdf in to lava be using oranges and turning up emission. I used a different starting noise so I could get small cracks I think it was a noise texture with another noise texture to bend it and warm it a little. I made the outer edge of the lava ocean black and then orange and then yellow.
When I add my atmosphere it turns the planet black and white with a blue atmosphere ring on the outer edge. This is driving my crazy because it all looked great right up until this point. It also happened in another of your videos, exact same thing. My layer weight node is a different color than yours, grayish blue where it says layer weight but IDT that's the issue. I must have some setting turned off or on by default. The planet looks great until I add the atmosphere. **Note - Daniel is a great guy and you all should subscribe. Just remember that if you're using the newest version of Blender, something may be just a touch different that makes end result not as expected. I was using 3.6.2 and the atmosphere turned the planet black&white with a blue ring around it. Daniel probably will explain this better than I can.
Any ideas on how I can make mountains 100% procedural? In a way that they appear to have depth and without having to download image maps from the internet, or create them using software like Gaea.
Use a color ramp maybe to control its falloff. Also layer rough noise over it with a color mix node (set to multiply or overlay) to break up the perfection.
i love fractal planets...this was a very nice tut easy to follow. if you have to carry a tip of a noodle across the screen to connect something and pan to it, how do you do that without loosing the noodle end?
@@DanielGrovePhoto thanks. i also liked how you used layer weight and facing and the gradient to make the atmo fade off softly... its easy and i bet renders faster than using a volume shader like ive seen some make. really nice.
Can you please do a darth vader tutorial i know its a bit random but i watched your light saber tutorial and it was very easy to follow, ive tried multiple times to make him myself but i cant seem to do it
Yes I originally found it was much faster or perhaps the noise reduction was better than normal Blender build. I need to retest it now that I'm a few versions newer. Video idea!
@@DanielGrovePhoto I think the part that turns me off to it is the limited licence. I don't like having to rebuy software constantly. Hence why am looking to cut After Effects and Trapcode from my workflow. I am also looking at Octane especially since that comes with a lot of other software too including Embergen for the same cost of AE.
That would require texture baking which I sadly am unfamiliar with, I'm sorry. But there are tutorials for turning procedural texture passes in to baked images. The equilateral part will come from how you've unwrapped the texture (before baking).
@@DanielGrovePhoto Daniel I am having the same problem with the cloud layer. When you say to add color to the BSDF. How do I do this exactly, as I am new to using Blender. Any help is much appreciated. Everything else has worked great. Thanks.
Frustrated, during the cloud section and pretty early into it- the black was not alpha at all. The surface disappeared and the only thing different on my screen from yours is, right side screen, top yours says Clouds > Sphere.001 > Clouds, Mine: Clouds > Sphere.002 > Clouds. Not sure how that happened? but the alpha isn't working? It's a black and white ball with the surface not showing through.
@@DanielGrovePhoto Was not in Cycles, aloha socket yes, render view yes- Cycles was the problem- I was in Eevee. Thanks for the quick response. I usually only use cycles for the final render cos I only have a 1070 in my laptop. Again Thanks.
@@wareagle9655 it will work in eevee but you have to go to materials tab scroll down to the bottom to the alpha settings and put it on one of those Alpha blend settings there.
I love this tutorial! Just one thing. Every tutorial i follow i cant get the alpha working. I have done every step right i think. The part where its supposed to be transparent is black. Do you know any common beginner mistakes? At 10:28.
if you are watching this and using blender 4.1+ and wonder where the musgrave texture went: it was combined with the noise texture. also the "mix rgb" is "mix color".
Oh didn't know that about musgrave thanks! I'm still on 4.0
and what about the transparency with the cloud because its not working with me
The reason your polar mask is being moved downward is because noise textures produce random values from 0 to 1. The average is .5, so when you mix it with your texture's vector you're adding .5 to all your vectors. You can fix it by applying a Map Range to the noise texture before the mixRGB node, and changing the output values to -1 to 1. Alternatevely, you can add a subtract node and subtract .5, then a multiply node and multiply by 2.
Your cloud texture/material is the best I've seen so far. Well done :)
Nice looking planets!! 👍
Thanks!
You can't get away with saying that to most women.
I think it's important to be aware of how you're being received by the community. I can only speak for myself but there are probably many others who agree with me. I spent the past 24+ hours burning time on crap tutorials that didn't work on 3.3; half of them were selling their planetary textures pack, the rest were using photos, and I just wanted procedural planets start to finish. I can think of only one way you could improve your tutorials: edit out all the value changes in color ramps and other nodes and just display the final values that don't change. You cover everything that needs covering, you do it in detail, your voice and speech are excellent for the task of creating tutorials, and you never seem to forget that not everybody is an expert. When I see one of your tutorials from now on, I will have zero concerns: it's not going to get any better. MOST appreciated is the lack of small talk ... "then when I was 7 my parents moved to Ohio..." EXCELLENT job on this!!!
Well it all started in 1988 when my parents met... haha thank you so much for this great comment! I appreciate your appreciation! I'll keep on doing them!
@@DanielGrovePhoto Well MY parents were divorced by 1972 so THERE! 😁
Man, this is awesome, your work is incredible, I need to share this with the world!
Thanks for the great tutorial! I created my own planet (and its moon) and emailed you a copy (with a question ) as you asked.
You just got a new fan man! keep you good job!
Thanks! How did you find my video? Be sure to check out my previous tutorials in my Blender playlist!
Great stuff - thanks a lot for all the tips!
At 13:00 when adding the additional musgrave tex and screen mix, I found that it was taking Blender (v3.2) a LONG time to move from showing white to the actual shader. I did not use the mix of texture in the end. Bug with v3.2? Going back to just using the single noise tex into alpha worked fine.
I am seeing this on 3.3 as well and it's probably just the nature of how the Musgrave texture works. There is a LOT going on mathematically with shader setups this complex. Rendering CRAWLS for me with an RTX2080 card, an I9-9900K CPU, and 64 gigs of RAM, but I get the end product I've been after.
AWESOME!!!
Thanks! Go forth and make your own galaxy!
@@DanielGrovePhoto I'm already there. I'm just thinking about how to realize my own lava planet. Theoretically, and from the logic that it does not directly become a star, I would have to make your Ocean part smaller and add more distortion. Let's see, I definitely have a lot of ideas. Once again, thank you very much for this, my own solar system can be realized.
@@mortem6889 if we're talking real astrophysics a planet would need a Lot of mass to turn in to a star. Maybe a brown dwarf but what would cause that collapse I don't know. I turned my ocean bsdf in to lava be using oranges and turning up emission. I used a different starting noise so I could get small cracks I think it was a noise texture with another noise texture to bend it and warm it a little. I made the outer edge of the lava ocean black and then orange and then yellow.
When I add my atmosphere it turns the planet black and white with a blue atmosphere ring on the outer edge. This is driving my crazy because it all looked great right up until this point. It also happened in another of your videos, exact same thing. My layer weight node is a different color than yours, grayish blue where it says layer weight but IDT that's the issue. I must have some setting turned off or on by default. The planet looks great until I add the atmosphere.
**Note - Daniel is a great guy and you all should subscribe. Just remember that if you're using the newest version of Blender, something may be just a touch different that makes end result not as expected. I was using 3.6.2 and the atmosphere turned the planet black&white with a blue ring around it. Daniel probably will explain this better than I can.
Can you email that to me at daniel@danielgrovephoto.com
Sent @@DanielGrovePhoto
Any ideas on how I can make mountains 100% procedural? In a way that they appear to have depth and without having to download image maps from the internet, or create them using software like Gaea.
Awesome tutorial. Daniel, do you know is Musgrave texture has been deleted or changed?
In 4 they added lacunarity.
I'm not really good at listening to tutorials at all so can I just have the project file
I am not sure what I am doing wrong but the ice caps end up having a smooth edge not a rough edge
Use a color ramp maybe to control its falloff. Also layer rough noise over it with a color mix node (set to multiply or overlay) to break up the perfection.
i love fractal planets...this was a very nice tut easy to follow. if you have to carry a tip of a noodle across the screen to connect something and pan to it, how do you do that without loosing the noodle end?
Thanks! I'm just click and dragging and it pans.
@@DanielGrovePhoto thanks. i also liked how you used layer weight and facing and the gradient to make the atmo fade off softly... its easy and i bet renders faster than using a volume shader like ive seen some make. really nice.
@@marsmotion Thanks! The outer edge falloff is a great touch of realism especially needed if you're doing closeups.
Can you please do a darth vader tutorial i know its a bit random but i watched your light saber tutorial and it was very easy to follow,
ive tried multiple times to make him myself but i cant seem to do it
Oo I don't do character design or cloth simulation so I would not be the go to person for that.
I find your lack of faith disturbing.
Awesome Tutorial! Very helpful Is K-Cycles helpful for quality and speed?
Yes I originally found it was much faster or perhaps the noise reduction was better than normal Blender build. I need to retest it now that I'm a few versions newer. Video idea!
@@DanielGrovePhoto I think the part that turns me off to it is the limited licence. I don't like having to rebuy software constantly. Hence why am looking to cut After Effects and Trapcode from my workflow. I am also looking at Octane especially since that comes with a lot of other software too including Embergen for the same cost of AE.
How can i export this to an equirectangular map ?
That would require texture baking which I sadly am unfamiliar with, I'm sorry. But there are tutorials for turning procedural texture passes in to baked images. The equilateral part will come from how you've unwrapped the texture (before baking).
@@DanielGrovePhoto thanks for the quick response :)
What did we miss with the edit @ 3:03?
Bad edit on my part, sorry! All I cut out (because of a mistake I made) was that I added color to the BSDF
@@DanielGrovePhoto Thanks!
@@DanielGrovePhoto Daniel I am having the same problem with the cloud layer. When you say to add color to the BSDF. How do I do this exactly, as I am new to using Blender. Any help is much appreciated. Everything else has worked great. Thanks.
Frustrated, during the cloud section and pretty early into it- the black was not alpha at all. The surface disappeared and the only thing different on my screen from yours is, right side screen, top yours says Clouds > Sphere.001 > Clouds, Mine: Clouds > Sphere.002 > Clouds.
Not sure how that happened? but the alpha isn't working? It's a black and white ball with the surface not showing through.
Are you in cycles? Is the image texture plugged in to alpha socket? And are you in render view?
@@DanielGrovePhoto Was not in Cycles, aloha socket yes, render view yes- Cycles was the problem- I was in Eevee. Thanks for the quick response. I usually only use cycles for the final render cos I only have a 1070 in my laptop. Again Thanks.
@@wareagle9655 it will work in eevee but you have to go to materials tab scroll down to the bottom to the alpha settings and put it on one of those Alpha blend settings there.
I was looking for a nice tutorial today...
*getting feet under the table*
You found the coolest one! Haha be sure to check ck out my planets from textures one too. It's in the description
I love this tutorial! Just one thing. Every tutorial i follow i cant get the alpha working. I have done every step right i think. The part where its supposed to be transparent is black. Do you know any common beginner mistakes? At 10:28.
Thanks! Using eevee or cycles? And using bsdf alpha socket or transparent node?
@@DanielGrovePhoto i was using eevee. thanks for answering!
@@Joel-xu2sn Ok and which method of transparency are you using in the material? BSDF alpha or Mix shader with transparent node?
@@DanielGrovePhoto i could not get the transparent node to work but i changed to cycles and everything works fine now.