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)
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.
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.
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!
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!
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!
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.
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.
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!
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?
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.
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
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?
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
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: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-p40ZBX9hXbE.html
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
Hallo, ich hab ein Objekt was an manchen stellen Sehr viele Hörner hat. Wie kann man sowas gut remeshen? Bei nah aneinander gereiten Meshes bekomme ich nur probleme. Hello, I have an object that has a lot of horns in some places. How can I remesh it well? I only get problems with meshes that are close to each other.
@@cgboost when you turn it on and play with the threshold it visually looks like there is more light coming from the moon in particular but when I do it, the scene as a whole just gets washed out with with a purple brightness. I am doing a thing where the stars are more purple than white and the gradient matches, could that be what’s causing it?
@@cgboost Well in my scene i wanted a purple-esk atmosphere so i changed the colors of the star noise texture to a purple one and for the ground glow its purple to black instead of blue to black, but thats all i have that different from yours. Its really breaking my brain lol im still a little new to blender so dont know what to do to troubleshoot this.
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.
Great video! I followed the tutorial but ran into a little problem. When I set the color ramp at 4:38, my background is not completely dark. Instead it's a shade of dark grey. What might I have done wrong?
You may need to adjust the dark colour on the colour ramp. It's probably not set to black. It might also be that the world colour is not set to black. ~ Daniel
I'm having an issue with the stars they seem a lot dimming looking and aren't as bright I wonder what I did wrong? I follow the steps you showed and its done but in the final shot the stars you can't really notice at all.
Sorry for the newbie question but how do you snap scale or get all axis to change at the same time when you input values in dimensions in the n panel? It's driving me crazy! Thanks so much for your amazing content
Click into the first box, and while holding the button, drag over the other values. Then you can edit them all at once, or keep holding and move the mouse left and right. Check out the 2.8 fundamentals video on the official Blender Foundation channel for how the UI works.
Help, when I add the "Mix Color" node to the gradient texture, the color appears strongly on the whole dome instead that it changes the color of the radiant texture. I followed every step exactly except that the mixrgb node is the mix color node now..
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.