The result really looks awesome! The only thing I found totally unnecessarily "complicated" (well not really complicated, but useless) was the Geometry Nodes setup to make the rounded cube spherical. If you just put a Cast modifier after the Subdivision Surface modifier with a Factor of 1, you have the same perfect sphere and it is all still procedural so you can change subdivisions afterwards as much as you like.
Tested that, and although a great idea I did not manage to get a perfect sphere with it. (I applied and the "to sphere" operation worked. I really like the setup so I made it into a nice and clean node tree and saved it in my startup file.
@@Manitari_Nova Hmmm, I see. What do you mean, not a perfect sphere? Not perfectly round? Did you set the Factor on the Cast modifier to 1? Or do you mean it did not have a radius of 1, it was smaller? That is because the smoothing from the Subdivision Surface modifier makes the original cube smaller, and the Cast modifier has by default a Radius set to 0, which means it does not change the radius and it creates a sphere with a radius which is the mean size of the widest and shortest of the smoothed cube. To get a sphere with the "correct" size of a radius of 1 m, you can enter 1 m in the Radius field of the Cast modifier. But of course this is still a useful Geometry Nodes nodetree if you want to make something sperical (even works with Suzanne, although there are overlaps then). I just meant since he gave as reason to keep things procedurally, no need for GN especially when it is not needed anywhere else on this object and there is already a modifier for it. If you want to save a really useful and above all easy nodetree to make things spherical, do not plug the Position node into a Vector Math Distance, then Math Divide and another Vector Math Scale node, just use a single Vector Math node set to Normalize. Plug the Position into Normalize, then the output directly into the Set Position node's Position input et voilà, you have a sphere. Or with two Vector Math nodes: plug the Position into a Vector Math node set to Length, then use a Vector Math node set to Divide, plug the Position into the top input as dividend and the Length into the bottom input as divisor, the result use for the Set Position node.
I just started creating emission-based planets, and while this one is technically Volume-Scattering based, it is still an excellent tutorial, especially given the complexity of light computation and things like that.
While this is a lovely result that you're getting, and a really cool tutorial, it straight up doesn't work with how you're explaining it. There are currently two hiccups. The first is with the atmosphere, at 11:44, the subtract node needs to be set to 0.5 in order to work properly (discovered by derivativexyz). Then there is again an issue with the clouds, upon plugging in the the nodes into the scale vector, nothing happens. It stays white. What I had to change was this: The divide node after first value node needs to be 1.67 (not 10). The second value and divide node can be completely removed and instead use a straight value of 10 for the multiply node. Lastly the Add node found at 24:34 needs to be set to 0.01 (not 1) and the divide node that precedes it needs to again be 1.67. Plugging in the Color Ramp after that at 25:28 makes everything disappear again. Even after all that tweaking the clouds don't look great, they are very sharp. If you could please add an addendum to your description to address all these issues that would be great. Thank you!
Can confirm the issue with the first subtract node. Was wondering why the volume absorption made everything look red (though now I'm unsure as to whether it works at all). My clouds however remain invisible.
It's not explicitly said but replacing the default value of 0.5 to 1.0 on the divide node at 2:17 when setting up the geometry node fixed the cloud issue for me and made the setup/values shown in the video work. (setting the Anisotropy at 26:38 does however turn all of my clouds grey so until I figure out what's wrong I just leave the default 0.0 without connecting it to the power node)
Incredible work brother, very creative and extremely helpful 👏 Please continue to expand and grow. These tutorials are Incredible, exactly the type of tutorials I need. You should make a tutorial of how to make a sun, asteroid, galaxy and so on. These space related tutorials are the best.
Since I gave this in an answer on another comment, maybe this is helpful for others, too: in the Geometry Nodes setup, instead of using a Vector Math Distance, a Math Divide and a Vector Math Scale node, you can just use a single Vector Math node set to Normalize. Of course you can keep a Scale node if you want to change the radius from 1 to something else.
Dude, you are a legend for making this! I followed another tutorial, but the quality wasn't as good. I even bought a realistic Earth model on blendermarket but it was nowhere near as good as this. Thank you!
For some reason with the atmosphere part, after following everything step by step, the planet just turns completely dark blue and absorbs little light. I don't know what I'm doing wrong... am I missing something?
Go into render settings, and check your light paths. Transparency and / or volume probably set too low, or to zero. Keep increasing till you don't have issue
Hey Alaskan! I was wondering if you could make a tutorial on how to make city light textures on a planet (like an Ecumenopolis). I have been working on my ksp mod but the lack of documentation on city light/Ecumenopolis textures is hindering my progress. Anyways you have a improved a lot since I last visited this channel. Thank you for time!
This is absolutely amazing, is mindblowing that you can do things like that in a free program, but, just a cuestion, how many tine do you spend creating this things from 0?
For some bizarre reason when I out the Add value .05 it made the atmosphere far too thick and made the Earth look like a bubble.... correct setting is .005 if anyone else is having same issue.
Hello, can you make a video, not only making a habitable planet like the Earth, but how to make the night side of the planet have city lights and how to make them round or elongated, Ecumenópolis presentation type, if it is at a level that covers the entire planet in certain continents with connections, on the internet they talk very little about it and others know it and do not share information, it would be good if you could show us something like that with the use of blender, greetings.
This is Erindale level node complexity and insanely impressive stuff! (Even though I understood about 5% of it :P ) I know everyone and Google says it's impossible in Cycles, but do you know of any way of adding the night lights to the dark parts of the planet? (NASA supplies a night map as well).
These videos are god like! I have a request or idea for the next tutorial and that is on planetary Auroras, I think it would be a fantastic addition to planetary body.
For some reason when i change my height in the nodegroup to 5 it has no atmosphere at all. It only shows an atmosphere at 0 for the height and looks very bad
@@domanickharper I think it might have been the version of blender I was using but im not 100% because it’s been a little bit and I have a bad memory. I think it was 4.0 version I was using
@@ThePoePoee that’s what I was using as well. I’ve had better results in the past but having updated my version of blender, the older ways of doing the Earth just aren’t quite compatible, particularly the compositor in previous cases.
Thanks for the tutorial. Small thing at 6:45 I think you are comparing Hue (~0.64 for ocean) to a color vector auto converted to single value. These are different. When I added another Seperate color node after the Ocean color picker, and took the hue from it, the ocean land seperation was clear down at Epsilon 0.1
Can you briefly explain how you’ve added the “real sun”? The sunlamp only provides light for the scene but not the sun shaped object in the sky on your renders. I’m also wondering how you did the streaks for the sun. If you can confirm that the “real sun” is in the .blend file you have for sale, I’ll buy it for sure ;)
Hi..this is amazing! thankyou so muich for this...one small problem, and Im a bit of a newbie here...when I duplicated the earth surface, its not transparent, and yet in your video it appears to be so that you can see the atmosphere...mine is opaque, even aftyer doing all the node setup...any clues? (and I know this will be something simple!!)...thanks so much, brilliant work!!
Awesome tutorial! I'm trying this on the flattened top half of a rounded cube for a disc-world approach and it seems like the atmosphere just manifests as a dark spot in the center with a white ring around it. I imagine it's because I'm not using a globe but idk if there is an easy solution.
Well just fixed my own issue. Turns out I just needed to change the texture coordinate input for the "length" node in the Atmosphere shader group from "UV" to "Normal". And then turn all my densities waaaaay down. Like from 225 to .6
This is actually incorrect. Water actually is a blue/cyan colour. It's just that in small quantities, It's basically impossible to see. However if you go to an indoor swimming pool which has white walls, You can quite clearly see the true colour of water is in fact blue/cyan. There's also a multitude of other effects which change the colour of the oceans such as different sand types in shallow waters, Algae, Etc.
I love your videos, you explain very well. On the other hand, could you make a tutorial on how to make a realistic galaxy, would you take this comment into account?
it was great until I got to 07:27, I don't have a MIX node, only a MIXRGB or MIXSHADER node, I guess that's only a 3.6 thing, yeah? i'm stuck on 3.3 at the moment
How did you render it as an HDRI?? That's a super smart technique! Also is there a reason why the planet looks so much better up close than it does far away?
hi ! i''m not a native english so sorry if you respond at my ask in the video, but what is your gpu? i want to remake this tutorial on my 3080, i hope i could
A 3080 will totally do the the job. I’m just now running a 4060 Ti but originally I was running this project on my laptop with a GTX 1650 and 4 GB of VRAM
@@AlaskanFX I'm looking to get the 4060 Ti as well for Blender, but i've heard bad things about it. How is your experience with it so far in Blender? Like render speeds and such. Thanks!
@@NintendObiWan I’ve only had my 4060 Ti for about two weeks but I’ve got nothing bad to say about it honestly. It’s fast enough for my workflow and has enough VRAM that I haven’t run close to the limit yet. I also got mine on sale which made it a really good bang for my buck
Nice tutorial; I have an issue where I just can’t use textures above 16k unless I render with CPU. Cycles just refuses to start rendering even if there’s like nothing else in the scene. Anyone know a fix for that? (I have a Radeon RX6800 16gb vram, 32 gb ram)
Double check that your texture file isn’t giant for some reason (should be a couple hundred MB but not obscene). Outside of that, does it give a specific error message?
@@AlaskanFX So it seems that if the size of the texture is above 16K, regardless of file size, I get this error: "Invalid value in hipTextObjectCreate(&cmem->textobject, &resDesk, &textDesk, 0) (C:\users\blender\glt\blender-v400\blender.git\intern\cycles\device\hip\device_impl.cpp:855)" That's the exact error message that happens; I've tried converting the texture to different file formats to reduce size but it doesn't seem to fix it. However, CPU rendering seems to handle it just fine. Wonder if anyone else encountered something similar
@@rzaman-gg6en Nice, that's about on par with my setup. It's really weird that there's a 16K limit regardless of file size. Unfortunately Google is gonna be more helpful than me it seems. I have seen something like this before but it was a MAC specific issue so it wouldn't apply here. Hope you're able to find a solution and if you do please post it here for any others who run into the same issue
Lol, been there before. I used more subdivision levels than I probably needed here and if you can convert the cloud texture to a jpeg that should help out a lot
I spent like 3 hours trying to follow along but this shit is too overly complex lol. You have so many math nodes and you go through it so fast that I probably missed a value and it's now ugly af lol. I give up, Im just gonna download a free one from google or smth.
I mean, I guess it’s a decent step-by-step, but it’s not really teaching you anything. You need to explain what’s going on when you’re creating the textures not just put nodes down. Once I figure out what’s going on with each node added, I can turn this into a tutorial.
I think it's kind of exact Blender Guru tutorial on making Earth a year ago so it would be better if you mentioned like inspiring by ... not just copy what he already did
The best UA-camr in the galaxy u help us soo mush bro thank u ❤ can't wait for galaxy Toturials and Cities
The result really looks awesome! The only thing I found totally unnecessarily "complicated" (well not really complicated, but useless) was the Geometry Nodes setup to make the rounded cube spherical. If you just put a Cast modifier after the Subdivision Surface modifier with a Factor of 1, you have the same perfect sphere and it is all still procedural so you can change subdivisions afterwards as much as you like.
Tested that, and although a great idea I did not manage to get a perfect sphere with it. (I applied and the "to sphere" operation worked. I really like the setup so I made it into a nice and clean node tree and saved it in my startup file.
@@Manitari_Nova Hmmm, I see. What do you mean, not a perfect sphere? Not perfectly round? Did you set the Factor on the Cast modifier to 1? Or do you mean it did not have a radius of 1, it was smaller? That is because the smoothing from the Subdivision Surface modifier makes the original cube smaller, and the Cast modifier has by default a Radius set to 0, which means it does not change the radius and it creates a sphere with a radius which is the mean size of the widest and shortest of the smoothed cube. To get a sphere with the "correct" size of a radius of 1 m, you can enter 1 m in the Radius field of the Cast modifier.
But of course this is still a useful Geometry Nodes nodetree if you want to make something sperical (even works with Suzanne, although there are overlaps then). I just meant since he gave as reason to keep things procedurally, no need for GN especially when it is not needed anywhere else on this object and there is already a modifier for it.
If you want to save a really useful and above all easy nodetree to make things spherical, do not plug the Position node into a Vector Math Distance, then Math Divide and another Vector Math Scale node, just use a single Vector Math node set to Normalize. Plug the Position into Normalize, then the output directly into the Set Position node's Position input et voilà, you have a sphere.
Or with two Vector Math nodes: plug the Position into a Vector Math node set to Length, then use a Vector Math node set to Divide, plug the Position into the top input as dividend and the Length into the bottom input as divisor, the result use for the Set Position node.
" This video has been a while in the making but the results have been stellar. " I see what you did there
I just started creating emission-based planets, and while this one is technically Volume-Scattering based, it is still an excellent tutorial, especially given the complexity of light computation and things like that.
We need a star tutorial now
i have a blender node group available to download if you want. It’s a one click drop for stars!
Set background to noise texture, use color ramp to crush out the chaos... ta da, you done
While this is a lovely result that you're getting, and a really cool tutorial, it straight up doesn't work with how you're explaining it. There are currently two hiccups. The first is with the atmosphere, at 11:44, the subtract node needs to be set to 0.5 in order to work properly (discovered by derivativexyz). Then there is again an issue with the clouds, upon plugging in the the nodes into the scale vector, nothing happens. It stays white. What I had to change was this: The divide node after first value node needs to be 1.67 (not 10). The second value and divide node can be completely removed and instead use a straight value of 10 for the multiply node. Lastly the Add node found at 24:34 needs to be set to 0.01 (not 1) and the divide node that precedes it needs to again be 1.67. Plugging in the Color Ramp after that at 25:28 makes everything disappear again. Even after all that tweaking the clouds don't look great, they are very sharp. If you could please add an addendum to your description to address all these issues that would be great. Thank you!
I'm going to try that later, hopefully this is going to fix my problem with the atmosphere :(
Thank you!
Can confirm the issue with the first subtract node. Was wondering why the volume absorption made everything look red (though now I'm unsure as to whether it works at all). My clouds however remain invisible.
It's not explicitly said but replacing the default value of 0.5 to 1.0 on the divide node at 2:17 when setting up the geometry node fixed the cloud issue for me and made the setup/values shown in the video work.
(setting the Anisotropy at 26:38 does however turn all of my clouds grey so until I figure out what's wrong I just leave the default 0.0 without connecting it to the power node)
Incredible work brother, very creative and extremely helpful 👏
Please continue to expand and grow. These tutorials are Incredible, exactly the type of tutorials I need. You should make a tutorial of how to make a sun, asteroid, galaxy and so on. These space related tutorials are the best.
Since I gave this in an answer on another comment, maybe this is helpful for others, too: in the Geometry Nodes setup, instead of using a Vector Math Distance, a Math Divide and a Vector Math Scale node, you can just use a single Vector Math node set to Normalize. Of course you can keep a Scale node if you want to change the radius from 1 to something else.
I'd love to see you do a tutorial on adding aurora to a planet as well
This very amazing tutorial suffers total breakdown as of version 4.0. On clouds, Africa has a huge black stripe running down its eastern coast.
Dude, you are a legend for making this! I followed another tutorial, but the quality wasn't as good. I even bought a realistic Earth model on blendermarket but it was nowhere near as good as this. Thank you!
Very nice
My first planet sensei is here too !
This tutorial looks really cool, but it seems not to work in Blender 4.0 which is really disappointing.
underrated tutorial
For some reason with the atmosphere part, after following everything step by step, the planet just turns completely dark blue and absorbs little light. I don't know what I'm doing wrong... am I missing something?
Same issue.. also the clouds are not working
Go into render settings, and check your light paths. Transparency and / or volume probably set too low, or to zero. Keep increasing till you don't have issue
Hey Alaskan! I was wondering if you could make a tutorial on how to make city light textures on a planet (like an Ecumenopolis). I have been working on my ksp mod but the lack of documentation on city light/Ecumenopolis textures is hindering my progress. Anyways you have a improved a lot since I last visited this channel. Thank you for time!
Awesome tutorial mate!
Can you do a 4.0 version?
Nice result.. but unnecessarily complicated..
This is absolutely amazing, is mindblowing that you can do things like that in a free program, but, just a cuestion, how many tine do you spend creating this things from 0?
hello bro,
i followed all your steps but at 13:35 when you connect power with multiply, in my scene its going black again 😕. Can you please help me.
me too
change your subtract to .5 that worked for me
Did you find a solution
you know its a Alaskan FX video when its 128 render samples
you should really do a procedural cloud video! maybe it doesnt have to be mr Krug level of realistic, but itd be awesome
something I noticed is that when compared the hue, you compare it with a color. you should have used a second separate hsv and compared both hues
this is so underrated
round of applause for not being a cube murderer
For some bizarre reason when I out the Add value .05 it made the atmosphere far too thick and made the Earth look like a bubble.... correct setting is .005 if anyone else is having same issue.
i use a gradient tex to make a sun that is the skybox, so its pinned at infinity, i also have full control of direction
Many thx, Really Great work!
It would be cool if you add some detail (aurora borealis, nightlights, ozone green glow, hurricane, lightning & etc...)
YESSSS!!!
Amazing stuff!
Hello, can you make a video, not only making a habitable planet like the Earth, but how to make the night side of the planet have city lights and how to make them round or elongated, Ecumenópolis presentation type, if it is at a level that covers the entire planet in certain continents with connections, on the internet they talk very little about it and others know it and do not share information, it would be good if you could show us something like that with the use of blender, greetings.
There’s a video for this by Blender Guru
This is Erindale level node complexity and insanely impressive stuff! (Even though I understood about 5% of it :P )
I know everyone and Google says it's impossible in Cycles, but do you know of any way of adding the night lights to the dark parts of the planet? (NASA supplies a night map as well).
These videos are god like!
I have a request or idea for the next tutorial and that is on planetary Auroras, I think it would be a fantastic addition to planetary body.
For some reason when i change my height in the nodegroup to 5 it has no atmosphere at all. It only shows an atmosphere at 0 for the height and looks very bad
I'm having the same issue.
same here
@@domanickharper I think it might have been the version of blender I was using but im not 100% because it’s been a little bit and I have a bad memory. I think it was 4.0 version I was using
@@ThePoePoee that’s what I was using as well. I’ve had better results in the past but having updated my version of blender, the older ways of doing the Earth just aren’t quite compatible, particularly the compositor in previous cases.
Looks amazing
Thanks for the tutorial.
Small thing at 6:45 I think you are comparing Hue (~0.64 for ocean) to a color vector auto converted to single value.
These are different. When I added another Seperate color node after the Ocean color picker, and took the hue from it, the ocean land seperation was clear down at Epsilon 0.1
You can also use normalize to get a sphere
Youve done stars, black holes, terrain and gas planets, whats next? Asteroids?
we dont need this many math nodes my jesus
Yo… you didn’t delete the default cube… in all honesty though I love the help you give the collunity
superb bro thank you so much
Wow men this is so valious, thanks. Only one thing, how can you render this without your pc crash? How samples and what quality?
at 23:28 when i set the scale it just turns in to a white ball and when i plug in the subtract to the scale blender stops working, how can i fix this?
m2
same
Same
okay I solved the issue, the divide value on my sphere geometry node was wrong.
@@DUMPLLC Could you explain what you did to fix it? I'm having the same issue.
Can you briefly explain how you’ve added the “real sun”? The sunlamp only provides light for the scene but not the sun shaped object in the sky on your renders. I’m also wondering how you did the streaks for the sun.
If you can confirm that the “real sun” is in the .blend file you have for sale, I’ll buy it for sure ;)
You can just add an emissive sphere in approximately the right place then set it to only visible to the camera rays
@@AlaskanFXGreat! Thanks for the tip ;)
Great Tutorial! How did you make the earth hdri?
Hi..this is amazing! thankyou so muich for this...one small problem, and Im a bit of a newbie here...when I duplicated the earth surface, its not transparent, and yet in your video it appears to be so that you can see the atmosphere...mine is opaque, even aftyer doing all the node setup...any clues? (and I know this will be something simple!!)...thanks so much, brilliant work!!
How to render animation of earth???
Awesome tutorial! I'm trying this on the flattened top half of a rounded cube for a disc-world approach and it seems like the atmosphere just manifests as a dark spot in the center with a white ring around it. I imagine it's because I'm not using a globe but idk if there is an easy solution.
Well just fixed my own issue. Turns out I just needed to change the texture coordinate input for the "length" node in the Atmosphere shader group from "UV" to "Normal". And then turn all my densities waaaaay down. Like from 225 to .6
LETSS GOOO
Would desaturating the water make it more realistic? Because in real life the oceans color is just the reflection of the atmosphere
This is actually incorrect. Water actually is a blue/cyan colour. It's just that in small quantities, It's basically impossible to see. However if you go to an indoor swimming pool which has white walls, You can quite clearly see the true colour of water is in fact blue/cyan. There's also a multitude of other effects which change the colour of the oceans such as different sand types in shallow waters, Algae, Etc.
I love your videos, you explain very well. On the other hand, could you make a tutorial on how to make a realistic galaxy, would you take this comment into account?
Actually working on that right now! 🌌
it was great until I got to 07:27, I don't have a MIX node, only a MIXRGB or MIXSHADER node, I guess that's only a 3.6 thing, yeah?
i'm stuck on 3.3 at the moment
How did you render it as an HDRI?? That's a super smart technique! Also is there a reason why the planet looks so much better up close than it does far away?
When it’s far away try upping your samples. Denoising will remove a lot of detail at large distances with volumetrics
Dope! So about the HDRI part, how did you render the scene as an HDR file?@@AlaskanFX
@@N.E.U.R.O It would be hard to go through the steps in a UA-cam comment but there's plenty of tutorials on how to render your own HDRIs on UA-cam
Essentially: Render the scene from a camera set to Panoramic - Equirectangular projection, then save the render in OpenEXR format.
NASA wants to speak with you
hi ! i''m not a native english so sorry if you respond at my ask in the video, but what is your gpu? i want to remake this tutorial on my 3080, i hope i could
A 3080 will totally do the the job. I’m just now running a 4060 Ti but originally I was running this project on my laptop with a GTX 1650 and 4 GB of VRAM
@@AlaskanFX I'm looking to get the 4060 Ti as well for Blender, but i've heard bad things about it. How is your experience with it so far in Blender? Like render speeds and such. Thanks!
@@NintendObiWan I’ve only had my 4060 Ti for about two weeks but I’ve got nothing bad to say about it honestly. It’s fast enough for my workflow and has enough VRAM that I haven’t run close to the limit yet. I also got mine on sale which made it a really good bang for my buck
@@AlaskanFX alrighty thank you!!
Why are the earth texture files so large? The folder with all the textures in it was almost a GB
1 GB is nothing compared to how large planet maps can be
15:45 Why is my atmosphere turning completely red??
Am I the only one that thinks he sounds like NileRed?
Nice tutorial; I have an issue where I just can’t use textures above 16k unless I render with CPU. Cycles just refuses to start rendering even if there’s like nothing else in the scene. Anyone know a fix for that?
(I have a Radeon RX6800 16gb vram, 32 gb ram)
Double check that your texture file isn’t giant for some reason (should be a couple hundred MB but not obscene). Outside of that, does it give a specific error message?
@@AlaskanFX So it seems that if the size of the texture is above 16K, regardless of file size, I get this error:
"Invalid value in hipTextObjectCreate(&cmem->textobject, &resDesk, &textDesk, 0) (C:\users\blender\glt\blender-v400\blender.git\intern\cycles\device\hip\device_impl.cpp:855)"
That's the exact error message that happens; I've tried converting the texture to different file formats to reduce size but it doesn't seem to fix it. However, CPU rendering seems to handle it just fine. Wonder if anyone else encountered something similar
@@rzaman-gg6en What are the specs of the machine you're using?
@@AlaskanFX I have a Ryzen 7 7700x CPU, 32 GB RAM, an MSI Pro B650-P WIFI motherboard, and my GPU is an AMD Radeon RX6800 with 16 GB VRAM
@@rzaman-gg6en Nice, that's about on par with my setup. It's really weird that there's a 16K limit regardless of file size. Unfortunately Google is gonna be more helpful than me it seems. I have seen something like this before but it was a MAC specific issue so it wouldn't apply here. Hope you're able to find a solution and if you do please post it here for any others who run into the same issue
unnecessary to complicated on my opinion but thnk u for ur effort
There's no way my machine can render a 42k image texture. Can someone please give me the same cloud texture in low resolution like 10k or 20k
별 만드는 법좀 알려주세요 형 사랑해요 구독 좋아요 박을게요
Oh my god, my GPU will run out of memory again...
Lol, been there before. I used more subdivision levels than I probably needed here and if you can convert the cloud texture to a jpeg that should help out a lot
@@AlaskanFX that may work out. We'll see
good 牛逼
I spent like 3 hours trying to follow along but this shit is too overly complex lol. You have so many math nodes and you go through it so fast that I probably missed a value and it's now ugly af lol. I give up, Im just gonna download a free one from google or smth.
I mean, I guess it’s a decent step-by-step, but it’s not really teaching you anything. You need to explain what’s going on when you’re creating the textures not just put nodes down. Once I figure out what’s going on with each node added, I can turn this into a tutorial.
I think it's kind of exact Blender Guru tutorial on making Earth a year ago so it would be better if you mentioned like inspiring by ... not just copy what he already did
My setup is entirely different from his in almost every way possible. You may want to revisit his tutorial before making that accusation