Blender Cosmos: Procedural Gas Planets with Blender | Yassine Larayedh | Skillshare
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Blender Cosmos: Procedural Gas Planets with Blender

teacher avatar Yassine Larayedh, VFX Artist

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Trailer

      0:44

    • 2.

      Scene Settings

      9:05

    • 3.

      Creating the Planet Shader Part 1

      8:10

    • 4.

      Creating the Planet Shader Part 2

      13:15

    • 5.

      Understanding Distortion in Blender

      7:30

    • 6.

      Creating the Rings

      13:13

    • 7.

      Rendering

      13:46

    • 8.

      Compositing

      9:25

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About This Class

This class teaches you how to create a procedural gas planet in Blender.

What will you learn?

  • What is proceduralism? and how it works.
  • How to use nodes?
  • Lighting
  • Rendering
  • Compositing
  • etc...

I want to help you untangle some complicated concepts in Blender, that people always assumed it is only for the elite of us to deal with math and vectors.

By the end of this course, you will have a solid understanding of how to create procedural materials in Blender.

My ultimate goal is to equip you with a solid foundation for your future endeavors in the world of Shading and proceduralism.

Who this class is for?

This course can suit all levels. But I will assume that you have, at least, some basic knowledge of how to work with Blender.

Meet Your Teacher

Teacher Profile Image

Yassine Larayedh

VFX Artist

Teacher

I'm a VFX generalist, which is a fancy way of saying I do a bit of everything when it comes to visual effects.

I also have a bit of an obsession with the technical side of 3D--things like shading nodes and procedural stuff that make most people's eyes glaze over. But hey, it's fun for me!

I also happen to be pretty good at video editing. VFX and editing go hand-in-hand, so I figured I might as well get good at both.

When I'm not working on my own stuff, I actually enjoy teaching others how to do this kind of thing. I know, weird, right? But there's something really satisfying about breaking down complicated processes and seeing people have that "Aha!" moment. So, I started creating courses to share what I've learned.

Thanks for stopping by! Feel free to reach... See full profile

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Transcripts

1. Trailer: Hello, and welcome to Creating Procedural Planets in Blender. In this course, you are going to learn about the world of proceduralism in Blender by creating Jupiter. The concept of a guest planet is just a vehicle to explore other topics. What is proceduralism? How it works? How do nodes connect and speak to each other? Lighting, rendering, compositing, et cetera. By the end of this course, I hope you will have a solid understanding on how to create procedural materials in blender. I want to help you entangle some complicated topics when it comes to nodes and shed the light on some areas of blender that people always assume. It is reserved for the elite of us to deal with vectors and math. Yeah, if that's something you're into, I can't wait to see you in class. 2. Scene Settings: Hi, in this video we will start shading our planet by creating the basic geometry of the planet. Building our lighting set up, setting up the camera, tweaking some render settings, and lastly, activating some add ons we will need during the course. Yeah, let's jump right into it. A Lord, welcome everyone. Inside of a blender, we are going to prepare the blender scene for all the work that we will be doing, as I mentioned before. First of all, I'm going to pick the template general, that's what you will find yourself using. Most of the time, surprisingly I'm not going to delete of these elements. I'm going, first of all, to transform this cube into a sphere. Now you might wonder, hey, why don't you just go shift a and add a sphere? The thing is about spheres in blender is that they do have a really bad apology. If you focus right here, you will notice the existence of a lot of triangles. Generally, triangles are bad. That's why I would highly recommend that you somehow figure out a way to use instead this cube and transform it into a circle, because cube tend to have all quads. First of all, I'm going to jump into the edit mode by hitting Tab right mouse button. And you will have an option for subdivide because we need to add more geometry to be able to transform this cube into a sphere. It's subdivide, subdivide again, subdivide again, and subdivide again. You will get this cube with a dense geometry. Now to transform this cube into a sphere, all you have to do is to hit shift alt S. Basically, when you drag, you will be able to transform this cube into a sphere. Notice the more I grab, the more I will be able to transform the cube into a sphere. Make sure you set it completely to a sphere and then hit Enter. And then once you hit Tab, begin to exit the edit mode. Notice that we turn this cube into a sphere. And the really nice thing is that it is all based on a quad mesh, which is exactly what we want. Let's hit Tab again to exit. And just to make everything easier and the math matches, I'm going to hit end to open the sidebar. And as you can see right here, the dimensions are now more than 2 meters. That's why I would highly recommend that I'm going to pick these to 2 meters, so I will have a sphere with two meter radius. And I'm going to go control A and apply the scale. Right now my scale is one. And to finish everything I'm going to go here and shade smooth. Right now, we do have a perfect sphere with a perfect topology. I'm also going to rename this cube into planet surface. This is how you create the surface of the planet. Next thing I'm going to adjust some of these different elements. Mostly, let's say the light. For now, I'm going to select the light, and as you can see, it's not perfectly in the center. There is a really nice shortcut in blender to move the object to its original position, which is old J, which will basically move the light into the center of the scene. Right now my light is in the center. I'm going to hit J, Z to move it on the Z axis. And I'm going to bring it way up so it is perfectly on top of the sphere. This light will emulate the sun. So if I just jump into the rendered view for a second, as you can see the light is casting light on the top of the sphere. There are a couple of things that I need to change. First of all, I'm going to jump to the light settings. And I'm going to change the type of light, not from a point light but to a sunlight. The sunlight is a type of light that doesn't care about its position. No matter where I move the light, it will always be the same. Really control the light is the direction, just like the sun. So by controlling the direction or the rotation of this sun light, I will be able to control where I want to point the light overall, I want this light to be perfectly pointing down on my planet. That's why you can hit alt R to resist the rotation and you will have the sunlight pointing perfectly down on my planet. The strength is too big, that's why I might change it just to ten. This will do the job, and for the angle I'm going to resist to default value which is 0.526 The really nice thing is that we can change all of these different values later in case we need, this is what we need to do for the light. And something important I need to mention right now we're using EV. If I just jump to the render settings, you will notice that we're using EV legacy. The main reason for that is that they are planning to introduce a new EV engine in the next Blender release. But either way, we're not going to use EV at this case, we're going to use cycles. So make sure to use cycles, and if you have a GPU cardon in computer, make sure to change it to GPU. Compute. I'm going to disable the noise from here because I'm going to do all of my denoising later using the blender compositor and also in the light paths. Make sure to change the total to zero, diffuse and transmission down to zero and leave transparent as eight. Wonder hey, why am I basically zeroing all of these different properties? The main reason for this is that in space you don't have a lot of bounces. This will make it easier for Blender to do its different computational stuff. So we will save a little bit of memory and also it is more physically accurate. Let's say this is for the render settings. We're still going to get back to by the end of this course, but for now this is more than enough to start working. Number two, I'm going to jump to the world properties. And as you can see right here, blender already uses some sort of a global lighting to basically lighten the scene. This will be visible if I just turn this to zero. You will notice how everything turned into black. And this is what you should actually see. Everything black beside the areas that are litten by the sun. But when this is set to one blender does have a uniform lighting that is basically using to light the entire scene in space. There's no such thing. That's why you should pick this and bring it down to zero. Right now, what we need to do is to set up the camera position, set up the blender UI, and also activate some really handy add ons to set up the position of the camera. I'm going to hit basically one from the number pad to jump to the front view. And I'm going to hit control alt zero to move the camera to my viewing angle. If I just jump to the camera and to the camera properties you will have here, the location and rotation of the camera. What I want is the camera to be perfectly zero on the Z axis, so it will be pointing perfectly straight into the planet. I also want the X to be also zero, so the planet will be perfectly in the center. The only value I need to control is the location. Basically, by controlling the Y location, I will be able to change how far or how close my camera is to the planet. This might be easier to see if I just jump back to the normal view and you will see that my camera is pointing straight into the planet. And by changing the Y location, I will be able to change how much or how big the planet will be inside of my frame. This actually brings me to one of my favorite UI organizations in Blender, which is by dragging another window from here in this window, I'm going to hit zero to jump to the camera view. Hit to hide the sidebar, hit to hide this also side bar right here. And I'm going to jump to the rendered view. And let's hide all the overlays. And also if I just jump to the camera, I also can't change the focal length. One of my preferences that I like is actually to change the focal length to 35 millimeter. I don't know, I just find it more appealing somehow. Probably the main reason for this is that most of the movies we watch, a lot of them are shuttled with 35 millimeter lenses. That's why I always find myself picking the 35 millimeter focal length. The camera right now is really far from the planet, so I'm just going to select it G and hit to move it closer, something like so. And in the viewport display I'm going to bring the passport up up to one. So basically all of these areas that are outside the camel will be black. And maybe let's just make this smaller and bring this up. Let's hit from here to hide the sidebar. And hit T. This is my favorite blender set up, so I will be working on, on this window and I'll be seeing what the camera sees. And the final result in this window right here. Let me jump back to my solid view right now. And the last thing we need to do is to enable a couple of add ons that we will need. I'm going to jump to Edit Preferences, and from here let's pick Add Ons. The first add on we need is really important add on for all the shading process that we will be doing, which is called Node Wrangler. This is a life saving node. This is a life saving Eron and I don't know why up until this point. Blender doesn't enable it by default. And I also am going to enable another Eron called import images as planes. That's basically it. These are the erons I will use during this course. Let's close this, and right now we're ready to start shading our planet. So I will see you everyone in the next video, where we will start doing some shading work and also, as usual, make sure to save your file. 3. Creating the Planet Shader Part 1: Hi, in this video, we'll start shading our planet by creating the general look of a gas planets surface, even though gas planets don't have a surface. So yeah, let's jump into Blender. Hello and welcome right now inside of Blender, and as I mentioned in this video, we are going to create the surface of our planet. The first thing I'm going to do is to select my planet. And I'm going to change this from the time line, I'm going to change it to the shader editor. And basically this is my default Blender material. I'm going to rename this from Material to Surface, because this is the surface of our planet. And I'm also going to enable the snapping tool so that when I move my nodes, they will stick to the grid, which I find super satisfying. Now if I pull out some references, the color of Jupiter is a combination of brown and white, grayish color. These colors are distributed in the form of stripes. In a perfect world, we will be able to create, first of all, a stripe texture in blender. And we will tell blender that, hey, use both of these two colors, which are brown and white to fill this stripe texture. Let's get back to blender and the first thing I'm going to do is to add a node called combined color. I think actually they changed its name from combined color to mixed color. Easily, you can go to add color and you'll have here an option for mixed color. I'm right here. And what this node will do is to combine two different colors. Amb, if I said this to grayish color, which is exactly what we want. We want the first color to be gray and we want the second color to be some sort of a brown ish color. Let's say something like so. And if I do control shift and click on this node, this is one of the handy shortcuts that comes with the node Angular add on, which will allow you to preview any node by hitting control shift and clicking on a node. Right now it is not visible. The main reason for that is because we're not in the rendered view. So make sure to jump to the rendered view and boom, this is what this node look like. But there is a problem right now. Blender is combining both of these two colors. But the problem is that basically blender is combining them on the entire surface. What we actually want is to tell blender that he distribute both of these two colors in the form of stripes. And this is where this factor socket comes in. The factor socket basically accepts a black and white image as a way to tell blender which areas blender should use the gray color and which areas it should use the brown color. Here's what we will do. I'm going to add or actually I'm going to create a wave texture that is similar to the texture that is on Jupiter. Here's what we will do. I'm going to go shift A and I'm going to look for wave texture. It is this one right here. I do control shift and click on it. This is what it will look like. The stripes are going vertically, so I need to rotate them to be horizontal. We're going to use another handy shirt cuts of the node angular iron, which is control which will add a mapping set up to this wave texture. I'm going to the rotation and change the Y to nine and boom, the stripes right now are going horizontally. Technically, if I plug this color right now into the factor, here's what will happen. Blender will fill the black areas with gray and it will fill the white areas with orange or brown. But before I do that, I want to play a little bit with the settings of this wave texture. I'm going to drop the scale way, way down. Let's say something like 0.5 for the distortion. Let's say something like two for the detail. I'm going to lower it to the health which is one. And I'm going to keep the rest of the settings the way they are. This might not look like the wave texture on Jupiter, but we are actually going to add another texture to make it look like Jupiter. I'm going to take this and plug it to factor, and if I control shift and click on this mixed node, boom, this is the result you will get. What we need to do right now is to continue working on this wave texture set up to make the wave, these colors are distributed look like Jupiter. Basically we need refine the wave texture. I'm going to go to this wave texture and I'm going to do shift D. And also this will disconnect it from this mapping node. So I'm going to take this and also plug it here. If I control shift and click on this, this is what it will look like. I'm going to change a couple of settings right now in this other instance of the wave texture. Let's bring this a little bit up to something like 1.2 and I'm going to keep the rest of the settings the way they are. What I want to do right now is to combine both of these two nodes. Where is the node that will allow me to do this? It is a mixed node node. Let's go to Add color. It is the mixed color node. Let's put it here. And let's take this and plug it to B. If I control shift and click on this, this is what it will look like. Basically what we did is to combine both of these two nodes together. We're adding more details to the wave texture. If I just control shift and click in this mixed node, this is what the result is looking like right now. I'm going to go shift A and let's add a color ramp. So look for color ramp, it is this one right here and let's put it here. I want to flip the areas. Basically, I want these brown areas to be white and the gray areas to be brown. You can do that easily by jumping here and flip color ramp. All you need to do is let's say bring this somewhere around here. Let's take this and bring in somewhere around here. If I just control shift and click on this, basically we're making the texture a little bit more contrasty. If I control shift click, this is before the color ramp node, and this is the after. This is the before, and this is the after. After I do the mix operation, this is what the whole thing is looking like. We're still going to add more and more details to this, but for now, this is what my wave texture will look like. If I just jump to the principle BSDF, I'm going to plug the mixed color into the base color. This is what my planet is looking like and I'm going to bring the roughness up to one. As you can see, these gray areas are really boring. The main reason for that being that they're just plain color. So what I want to do is to introduce a little bit of texture also to these gray areas. So the question now becomes how can we introduce a little bit of texture to these gray areas? This is actually really simple. What is the thing driving the gray color, this socket? Right here it is, the A. Technically, if I plug some texture into A, I will be able to put this texture on the gray zones or on the gray areas. I'm going to jump here and I'm going to add another node or another texture. It is called noise texture. Let's go and look for noise texture. This is probably the most famous type of textures inside of Blender Control shift and click on it to see what it looked like and boom, I'm going to change the scale or actually bring it down to something like 2.5 Let's bring the details five. Also I want it to be a little bit more distorted, let's say 2.5 If I take the factor and plug it into A and control shift and click on my mix node, basically we're putting this noise texture or we're overlaying this noise texture on the gray zones. And actually to finish everything I'm going to change the blending mode from mix to overlay. I feel like this effect is a little bit too strong. That's why I'm going to add another color ramp node. After this noise texture, go shift a and let's look for color ramp, put it here, Let's bring this flag somewhere around here. Let's say I'm going to change its value. Let's bring this a little bit up. Okay, let's say 0.075 This is what the set up we built look like right now. Now this might seem like it is too vanilla of a set up to create a realistic planet. But actually the only thing that we need to do right now is to start introducing more and more details. This is exactly what we will be doing in the next video. We're going to start adding more mapping nodes, adding more distortion to this planet. And basically make it look more realistic by adding more and more details. This is what we will be doing in the next video, so I will see you everyone there. And also, as usual, make sure to save your file. 4. Creating the Planet Shader Part 2: Hi, this is the most complicated video during this course because for some people, it might be tough to wrap their minds around the logic of the nodes. But actually, if you give it time, every concept will start to sink in. In this video, we are going to finalize the look of our planet by Addings and Victor Distortion. See you in Blender alone. Welcome everyone again in Blender. In the second part of creating the shader for the planet, we're continuing our journey and I'm going to pull out my reference again. And as you can see beside the stripes, generally this planet or Jupiter tend to have a lot of texture. If you just focus right here, you will see a lot of like swiggly lines and a lot of distortion and waves happening in real life. This is happening because of the insane atmospheric pressure inside of this planet. But we need to recreate something similar inside of Blender. And this will actually bring me to really important concept inside of blender, which is how to do these sort of distortion lines. Or how to apply some sort of distortion effect to your different textures. So let's jump back into Blender to learn exactly how we can do this. So here's a really stupid analogy. I'm going to maximize this editor by hitting control space bar. And let me explain an important concept. Imagine you have, let's say, a plate, and you're going to put water in it. By default, water will fill basically the shape of the plate. Okay, this is how real life works. You need to think of textures like water. What I mean by that is that when you put a texture into an object, it will basically map itself or it will basically fill the shape of the object. Same as water. When you put it on a plate, it will fit the shape of the plate. Same for the textures inside of blender. When you put them on an object, they will fit the form of the object right. Now, what if you want to apply some sort of distortion? Let's say you want the water to fit or actually to be in a certain shape. You definitely cannot change the shape of water. But what you can actually do is to change the type or the shape of the plate. For example, let's imagine I'm looking at this plate from the top. If I create a plate, for example, and it does have some sort of an S right here like this. Basically when I will put water, it will fill the shape as this S shape, this, I can control the shape of the water. This is actually really similar to the concept we will be doing right here. Some of you might think like, hey, we want to introduce some waves or some sort of distortion. You might think we will do this somewhere around here. After the wave texture, what we actually need to do is to change the plate or to change the underlying geometry, or actually the mapping set up that is controlling how this wave texture is mapped onto the surface. This might not make sense a lot right now, but believe me, once we start working, it will start to make more and more sense. Okay. And right now, I need to waste some time deleting all of these swiggly lines that I just drew. So now we're back to our usual shade of view. And as an advice, always think of the analogy of the water and the plate. Let's right now think what is the water? In our case, the water is the different textures we're using, which is the wave texture and this wave texture, and this noise texture. And what is the plate? The plate is the thing we're putting the textures on. You might think at first it is actually the sphere, which is not wrong to be honest, but what I'd like you to think of, think of the plate as the mapping set up we're using. If I just jump to this texture coordinate, I'm going actually to change it to object. And yeah, okay, this will change the shape of these, but actually this is not a better all. And if I just hit control shift and click multiple times until I jump to object, this is what the plate looks like. Now you might think like, hey, why the splate is orange? The plate shouldn't be colors. But this is what we mean by a mapping Ce. Basically, all of these different colors represents a visual representation of how blender will map the different textures that we're adding, like these wave textures and all onto the surface of the sphere. If we figure out a way to make all of these colors right here distorted, basically all the waves will fit into that distortion and they will also be distorted. So actually what we will be doing will be around here and not after the noise texture to exactly see what will happen, I'm going to jump back to this last mixed node and I'm going to control shift and click on it to be able to see the final result. And let's do a little bit of distortion. Here's how you do distortion and blender, I'm going to add another mapping node. So let's look for mapping node. Technically we will not be using this one, but just for the sake of being able later to change all of these different values, I'm going to keep this node right here. Here's how you will introduce a little bit of distortion. I'm going to add a noise texture, let's put it here, control shift, and click on it. And here's an important concept. The noise texture will generate a texture that goes from zero up to one. I want the zero to be in the center, which means I want some values up and some values down. How can I achieve such thing? It is by doing a simple mathematical operation, which is -0.5 The one will be 0.50, will stay zero, but I will also have -0.5 If I just go and add a vector math node, let's add it here. And I'm going to plug the color into the first socket. And I'm going to change this to subtract. And basically because any color does have three different values, red and green and blue, I want to -0.5 here or actually just 0.5 because we've already set the operation to subtract. If a control shift and click on this, this is what the texture will look like right now. If I combine subtract node or this simple set up with the original mapping set up, I will get some distortion to see exactly what's happening. Let's get back to this overlay node. Let's get back here and I'm going to add a mixed color node. Mixed color, let's put it here. Nothing is happening so far, but when I take this and plug it to B, as you can see something is happening. I'm going to change from mix to add. And as you can see right now, this is introducing more and more distortion. And this is kind of what we want now for all of these different values, I'm going to change them a little bit. Let's bring this up. Let's say something like 10.5 I'm going to keep the rest of the values the way they are. And maybe let's start lowering this a little bit to something like 0.08 If I select all of these, hit M, this is the before, and this is the after. This is the before, and this is the after. And by the way, M will allow you to mute nodes to enable and disable them to see the before and after results. What I'm going to do right now is to repeat this operation of this node set up. I'm going to repeat it multiple times. I'm going to also add some distortion right here by creating some sort of spherical distortion that will happen on the surface of the planet. To emulate the look of the storms, I'm going to go shift A. And let's look for another type of texture which is called Voronoi texture. Let's take this and plug it into the vector and control. Click on this to be able to see how it looked like. Let's bring the scale way, way down to something like two. It needs a little bit more contrast. Let's go shift A and let's look for color ramp. Let's put it here. I want to flip these areas. I want the majority of the texture to be actually black. Jump here and choose flip color ramp. Let's bring this white flag somewhere around here and let's bring the black flag somewhere around here. These circles will be, let's say the storms on the surface of Jupiter. And after doing this, I'm going to bring all of these known here so that everything I will have more space to work. Let's add another mix color. Let's put it here. And let's take the color and plug it to B. And control shift and click on this. This is the mapping set up we do have right now in technical way, or to use the analogy right now, we're changing the plate, the texture will fit in. Let's lower the factor to something like 0.2 and change the mix to add. If I preview the final result, I will get something looking like so you might be wondering why nodes are over each other. Let's just do this to have more space to work. If I select all of these three nodes, hit M, This is the before and this is the after. Before, and this is the after. As you can see, it is creating this shape of storms, let's say. That's what I want it to look like. It is like storms happening on the surface of the planet. To finish everything, I'm going to also repeat this operation of distorting the texture a couple of more times. Let's select these three textures at first the noise and the subtract, and the ad operation. Select the three of them. Hit shift to uplicate them. Let's do the same operation to this wave texture right here. Let's bring this here. Let's take the vector coming to this one. Let's plug it here to this Noise And take this and plug it to vector. This is looking weird, Let's try bringing the scale up to something like 20. Let's bring the details up to something like five. Okay, This is not doing much. Maybe let's bring this value a little bit up. Okay, Now we can see what it does. Let's settle on a value of zero point. Let's say 15. This is looking decent. There is a problem, a small problem, which is that we're taking this data out of this mapping node. And as you can see, this mapping node is responsible for rotating the wave texture. If I just do this, you will see that it does rotate the wave texture. If I'm going to also take this mapping node, the result this, and for example, also plug it into the noise texture. This will actually also cause the noise texture to also be rotated. This is not what I want, here's what I will be doing. I'm going to delete this one. Instead of doing the operation right here, I'm actually going to do it right here. Go shift a, and let's add a mapping node. And let's put it here. I'm also going to rotate it on the y axis to 90. Let's add and plug it to the vector of the first wave texture. Let's do this. Also plug it to this. Let's also plug it into the noise of the noise texture. Let's bring all of this here. I'm going to select this entire set up shift to duplicate it. Let's take this and plug it into the vector. This should go here technically. If I play a little bit with the values of all of these three, or actually mostly with the noise texture, we'll be able to achieve a better result. Let's lower this to something. Let's say nine. Let's bring the distortion up, Let's say 2.5 Let's keep this the way it is. Let's see how our set up is looking like right now. Bring these here. You can hit eight to select all of your nodes and hit the period key to frame all of these different nodes. Maybe we can hit control space bar to see exactly all the different operations that we did. And for whatever reason, this result looks kind of weird. So let's get back to our first node. So object will go to the mapping node. This mapping node is not doing anything. Okay, I forgot to plug this into the vector. This is number one. This is a mistake that we did and let's keep on going. So we're combining this, so this is doing some distortion. Let's see. This mapping node is responsible for rotating the whole result. And this Voronoi texture is responsible for creating these circles that looks like storms. And then when combining both of them together by using this mix. Okay, up until this point I don't see a mistake, so let's keep on going. We connected this to the wave texture which we're actually combining with another wave texture. Okay, this is straightforward, but something weird happening here. Okay, we're combining it with white color. I don't think that this is right. Let's try to combine it with the original mapping set up like so. Ah, okay, this will look way better. Let's do the same thing here. Let's take this and plug it into the of this ad node. Yeah, this is way, way better. So right now, technically, if I preview my last note, which is the principal BSDF control shift and click on it, this is the result that you will get. I feel like the sun is too strong. Let's jump here and let's make this to something like six. Yeah, I think this is a better result. Let's jump back to the planet's surface. Let's hit A and hit the period Q to frame all this is basically the procedural setup that I used to create the surface of the planet. In the next video, I'm going to elaborate a little bit more and try to explain what is actually happening. Why are we doing this and this? Yeah, I will see you everyone in the next video. 5. Understanding Distortion in Blender: Hi, this is a follow up to the previous video. In this one, I'm going to try and break the logic. We built our node tree around in the previous video. Basically how to do operations between the texture and the texture coordinate node. So yeah, let's go. So hello and welcome everyone back inside of Blender. And as I mentioned, my goal throughout this video is to give you a solid understanding of mapping and how you can distort textures and all of that. So this is a really basic set up. This is just an image that I have downloaded from Splash. It is a picture of a nice city and all I did was basically to add a plane and I slapped this texture on it, and that's all I did. Nothing more. As you can see, this is the most basic set up that you can do. Material output principle as DF. And just one image that I'm using as a base color. Now let's say hypothetically, I want to distort this image. I will get back to the analogy I explained before in a little bit. The thing is about, for example, the photo editing apps that you use on your phone or, for example, Photoshop or any editing software. Most of the time we think that, okay, you will have the image and if you want, for example, to apply some sort of a distortion for it, most of the people will think like, okay, this is the image and maybe just maybe there is a node in blender that you will put it right here and this node will do the distortion work. Let's say I wish it was that easy, but blender doesn't work that way. The analogy that I always used to explain this, think of the texture as something liquid, something you cannot shape. But what you can do is to change the shape of the thing that it will be put on. For example, the analogy I used in the previous video, think about it as water. You cannot change the shape of the water. But what you can do is to change the shape of the plate basically that will contain the water. And by doing that, you indirectly changing also the shape of the water. In blender, what is the plate? The plate is basically the mapping set up. If I just select this node and I hit control, blender will add a mapping set up into this node. You might be wondering, hey, what is a mapping set up? The mapping set up is basically the texture coordinate, and here's how you should think of this texture coordinate node. It is basically a node that will tell blender how it wants or how to put the image onto the surface of an object. And there are different ways to do this. If I control shift and click on the first one which is generated, this is one way of how Blender will put the texture on the object. This is another way. If I hit control shift again, this is another way, the UV is another way, the object is also another way. Camera, window, and reflection, all of these are different methods of how blender will put the image into the surface of the object. Let's say hypothetically, this is my, okay, I'm not seeing this control shift and click on Principle SDF right now we're seeing how Blender will map this texture using the UV. Let's change it, for example, to generate it. And see how it will look. Okay, It will look the same. Let's try the normal, okay? Right now it looks kind of weird because we cannot see anything. Let's try, for example, the UV is the normal one. Let's try object. And as you can see, object right now, the image will only be map on the corner. Let's try camera. It will use the object as a window or something like that. Let's try window, and this is basically using the plane as a mask for the image, and the image will always be in the middle. Let's try reflection And reflection, it should show the image in the reflections, as far as I know. Anyway, these are different ways to do the same thing, which is putting this image onto the surface of the plane. Let's get back to UV. This mapping node is just a way to control basically the size and scaling and rotation of the image. I can even actually delete it and just do it this way to give you a really simple way of how to think of this. Think of the data that is getting out of this texture coordinate node. Think about it. At the information defining the shape of the plate, let's say hypothetically, I want to change the shape of the image. The operations I will do, I will do them right here, because I want to change the shape of the plate, not the shape of the image. We can achieve this by doing some mathematical operation of distortion that we can do somewhere right here between the image and the plate. And the basic concept of how we do this operation is really simple. You add a texture that can be a noise texture, a wave texture, whatever, and we combine it with the original mapping set up. Basically it's like we're mixing different informations, like we're distorting it, we're introducing more noise to it. For example, shift A, and if I look for a noise texture, if I just jump back right now to the UV, as you can see, this is a really nice even gradient. Meanwhile, this noise texture, as you can see it is called noise for a reason because it is so noisy. When we introduce this noise into the UV, it will basically make it more noisy. It will create more distortion. And how can we add this noise texture to the UV? By adding a mixed color. If I go shift A, a look for mixed color, let's put this here and take this and plug it into B. And let's get back to looking at my principal BSDF. Let's see how it will look like. This is the result that you will get right now. We're doing some form of distortion, for example. Increase the scale. You can lower it. You can, for example, increase the detail and do a bunch of operations to your heart's content. And this is basically the basic way. This is the concept behind distorting images inside of blender. I can, for example, take the UV and plug it here. That shouldn't actually change anything. Yeah. Because the UV is even and doesn't have any sort of weird stuff going on. But this is the basic concept. The thing is about this. You can do it however you want. You can literally create, add more noise texture, for example, like this right now, okay, You will have a picture that is way more noisy as you can see you. For example, instead of using a noise texture, you can use Voronoi texture, you can a chicker texture, a wave texture, and you can introduce those texture. Also another form of distortion. And by doing that, you can start to see how flexible the set up is and how far actually you can take it. You can introduce distortion level as much as you want. And sometimes you may end up with something looking really cool. Actually, if I just get back to the planet we created all of this operation we're doing right here after the mapping set up. For example, right here at the texture coordinate. This is the exact same set up we did right here. Basically, we introduced a noise texture, we subtracted 0.5 to make, as I mentioned before, the values go from -0.5 to 0.5 and then we added it the same as we did right now. Same thing actually we did also right here, we introduced some more vector vector. Noise Same thing also here. This is basically what we did during the last video just to finish everything whenever you find yourself using or actually plugging something into the vector socket, especially when it comes to textures, what you're doing is basically telling Blender, the vector data that you will plug into the vector is information that define the shape of the plate. In other words, it is information that tells Blender how to map this image into the surface of the object. That's it for me for this video and I'll see you in the next. 6. Creating the Rings: Hi, in this video we are going to create the rings around our planet. This will be fun. Let's go. Okay, hello and welcome inside of Blender. And as I mentioned in this video, we are going to create the rings around our planet. First of all, I'm going to jump here and I'm going to add a circle. So go shift A under mesh, you will have an option for circle. Jump to the edit mode by hitting Tab. Make sure you select all of your mesh by hitting a and then hit S to scale it, let's make it slightly bigger. Now this is just a simple, basically line of points. What we want is to extrude it so that we will have an actual mesh, actual faces. To do this. While you're selecting your entire circle, make sure to hit, to extrude, and then hit for scale. This will give you something that looks like so, which will allow you to create this thing that look like basically a ring around our planet. Let's say something like so in case you find it a little bit too big or a little bit too small, you can always just get back and change it later. I'm going to hit two for a name, and let's call it Rings. Right now I'm going to click New for a new material, and I'm going to call this also rings. Let's move to Creating the Material for the rings. To do this, I'm going to select my planet and hit H, just to hide it momentarily. I'm going to select the rings, and let's say just jump to the normal viewport, shading mode. We don't need the rendered view right now. Let's start thinking about how we are going to create or to texture these rings. Basically, the rings are just a bunch of circles. Technically, if you think about it, if we can add, for example, a wave texture which will give us a straight lines. If we can figure out a way of how to make the texture as circular waves, we will be good to go. And that's exactly the process we will do during this video. The starting point, I'm going to go shift a look for wave texture, this one right here, control shift. And click on it to be able to preview it, and this is how it look like. Now the question becomes, how can we transform this into circles? If you watch the previous video, when you think of changing the shape or thinking about how a certain texture is mapped on the surface, you should always think that we will be doing some processes on the left, on the node, on the way of how the texture is mapped. To start everything, I'm going to go shift A, Let's look for texture coordinate. This is a really handy node. I think you should know that by this point because it is the node that tells blender or that gives us certain information about how to map a certain texture on the surface of an object. Right now, you might think that this texture is not using any sort of coordinate mapping, but actually it does. By default, when you only have texture just floating right here. By itself, blender is automatically applying degenerated, I think. Let's see. Yeah, it is basically the same as generated. So even though it is not plugged to a text recordinate inside this node blender is actually secretly using the generate a text re, coordinate map because we want something custom to us. We're going to change it to UV, but something weird will happen, everything will turn black while you're selecting your rings. If I jump here in the object properties or the object data, you will have here UV maps. And basically each object does have UV map. So right now, this object doesn't have a UV map. Yes, there is a UV map layer here, as you can see. But this UV map is actually empty because we didn't UV and wrap our model. So to do this, let's jump to the UV editing, and basically we'll have your rings right here in the editing mode. Let's jump to selecting faces. And let's select all of these, basically by double clicking on one of the edges to select the entire ring or the entire loop. And then hit U for unwrap. And you'll have an option for Follo active quads. Click on it and here. Okay. And for whatever reason, we're not seeing anything here. Okay. Something really small right here, scale. No, this is not it. Something wrong is happening. Let's try again. Select all of these U and Polo active quads and here. Okay, I'm not seeing anything here. Let's make sure this is enabled, Okay. Oh, wow, interesting. I seem to not see my UV map. You follow active quads, okay? Okay, something weird is going on, so I'm just going to jump to the object data and under UV maps I'm going to get rid of this and create a new one. And let's try it again. Hit and follow active quads, Okay. Now it worked. For whatever reason. I actually don't know what happened. So in case that problem happened to you, also just create another layer for the UV map. What I did is basically to, as I said, to select the entire loop and follow active quads. And he okay, this will give you the following result, which is basically a line of squares. What we want to do right now is to pack all of these squares inside the main square, which actually you should be able to see underneath this one. Hit A to select everything. If you go to UV, you will have here an option called Pack Islands. When you click on it, you will have this menu Just okay, everything will be packed inside the square. We want the squares to actually fill the entire canvas of this square. Select all of these points. Now let's make sure you are in the vertex mode. Select all of these points. Hit to open the sidebar, if you move this to Y. Actually, if you move this on the X and change this to one, they will be perfectly on the edge. All of these are one which is perfect. Let's see, all of these. These should be zero, so make sure they are zero. These ones also should technically be one. Okay, sorry. One. And all of these should be zero and they are non zero, so let's pick zero. This is how we vunwrap this ring. Now if I jump to the layout, you will be able to see how this wave texture right now is mapped in the shape of different circles that gets bigger and bigger and bigger, which is exactly what we want. Now it's a piece of cake. All we're going to do is to just try and make it look good. So here's how we will do it. Why I'm selecting this wave texture, I'm actually going to add a noise texture, so go shift A and let's look for a noise texture. I'm going to plug it right here and make sure the socket goes into vector. So technically, if you really understood what we talked about less time, this wave texture right now is doing some weird distortion stuff on the noise texture. Let's make sure to look at the factor by control shift and clicking on this, so we're seeing the factor and this is the result we're getting. I think I need to make the scale a little bit smaller. So let's slower it down. Let's say something like one for now. Okay, let's try 0.5 B, one will do the job, so this is 0.1 Reduce the details down to zero. Details scale down to zero, and this is also down to zero. And let's play a little bit with the settings of this bad Boy right here. The noise texture. I'm going to bring the details maybe up to five and let's try to bring the distortion up, okay? I guess 2.5 will do the job. And then to make the whole thing a little bit puncher, I'm going to add a color ramp. So go shift, let's look for color ramp, color ramp. And let's put it here. I'm going to make it way more contrasty, Something like, okay, this is looking good. Let me just bring these here. And if I control shift and click on this, okay, nothing is visible. Let's plug this to base color. You should get the following result. And let's also maybe jump to cycles to see how it looked like. There are a couple of issues regarding these rings right now. The first one being is that they start really harsh, the cutting line is really harsh, and also they end in a really harsh way. This is number one. Number two, we want the black parts to be actually transparent, so we need to do that. And also this is really low risk because you can clearly see the different edges of this ring. So we need to add more subdivisions to it. So these are three problems. The easiest one to solve will be to just add more geometry. Jump here, add modifier. Let's look for subdivision surface, and let's bring the levels to two. Okay, We got rid of that problem. Everything is smooth right now. Let's jump right now to the second problem, which is making the edges smoother. Or let's say to create or add some fade. It will fade from basically emptiness or totally transparent. They will become visible. And the same thing also from this area right here. They will start as transparent and they will slowly fade in. Let's jump back to the usual viewport shading because it's faster. Now, how can we do this thing of creating some fade? Whenever you talk about fading, you talk about ingredient texture. Basically, I go right here and let's look for gradient. Oh no, Yeah, it is this one gradient texture. Make sure to take the UV and plug it here. Control shift, and click on this node, and you will have this fade. What we're going to do is to use this gradient texture as a mask. The black areas will be invisible and the white part will be invisible. We want this fade to actually go from this area, or let's say in this direction, and also in this direction. To achieve this, I'm going to duplicate this color ramp by hitting Shift D. And let's put it here. You can hit the back space to reset it to its default value. Let's hit this plus button right here, which will add another flag in the middle. I wanted to start as black, which is here. I also want it to end with black, which is the other direction. And in the middle, I want it to be white. And this is basically how you create this mask. Now all we have to do is to figure out a way to tell blender that a blender use both of these two nodes as a mask for all of these. And how can you do this by adding a mixed color node. So go shift A and let's look for mixed color. Let's put it here. And I'm going to take this into B. And what is the operation that will allow me to combine both of these or to use this as a mask? It is the operation multiply. So let's go to multiply and bring this factor up to one and boom, now it's start from black. And then it will also go into white, to totally visible. And then it will go down to black. Don't worry about the black parts, because these black parts will become invisible. That will be really simple. Don't worry about it. And now the last thing we're going to do is to set up the whole thing basically to work. Let me bring both of these two nodes here. First of all, how can we turn the black areas into transparent areas? All you have to do is to open under, okay, you don't even to open. We will have this option for the alpha which controls the transparency. If I just jump to the render view, okay, nothing is happening, okay, because I'm not looking at this. So control shift and click on this. Right now the alpha is zero. So when I start bringing this up, it will start to become more and more visible. So technically, if I take this and plug it into alpha, you will have the following result. This should be clearer. Maybe if I just jump to the viewport shading, okay? It is not that visible. So let me get back to the render view. Just trust me, this is actually fading. And you can see the clear fading happening. In case you want to make it even smoother, you will add a math node. So let's go shift a and let's look for math, let's put it here. Here's another handy shortcut. If you want to take both of these and plug them here, all you have to do is to hit control and take both of these, and let's put them here. And let's take this and plug it into the first one. And change the operation from add to power. This will allow you to control how smooth the transition is. Let's say 1.2 I guess we'll do the job last but not least, let's give this whole thing a color. So go shift a and let's look for a mixed color. We're going to plug it before the base color. It will look something like the following. Let's change the operation from mix to multiply also, and bring the factor up to one right now, whatever color you will pick blender, we'll basically use it to colorize our rings, and this is exactly what we want. Let me get back to my usual view, and also let's make sure our planet's surface is visible. Let's move to an angle that looks like so. And let's jump to the rendered view. These are our rings and they're looking dope. This is basically how you can create some rings. As you can see, actually it is not that complicated once you break it down into its different components. Proceduralism can be sometimes hard when you have really elaborate, not trees. Sometimes it can be really simple, like just applying a simple wave texture. And it also can be in between, like the software doing in this course, the biggest takeaway that you should have is that this is not simple. And it took me time to actually figure out all of this, and that's totally normal because it is like we're using math for artistic reasons. I know that this feels like you're trying to juggle two different fields, but whenever you find these intersections, they are really cool. Make sure to save your file. And I will see you in the next video where we are actually going to finalize this shot and render it. Yeah, see you everyone in the next video. 7. Rendering: Hi, in this video we're going to finalize our scene and prepare it for rendering by locking the shot and the lighting for our planet. Adding some simple camera animation. And lastly, setting up our render settings. By the end of this video, we'll have a scene that is ready to hit Render Hello and welcome back inside of Blender. And as I mentioned, we are going to set up and prepare our scene for rendering. We're going to adjust the composition of our shot, maybe do some animations here and there. Then we will set up our compositor and render settings so that by the end of this video you will be able to render your scene. Okay, so this is what my camera right now is seeing. And I can always hit zero from the number pad to jump to the camera view. And let me just do this, and let's hit zero again. And yeah, this is what my camera is seeing right now. This ring right here is infinitely thin. That's why it is not visible right here. In order to make it visible, we need to rotate this entire planet. To do this, I'm just going to jump to the viewport, shading really quick. This is what my planet look like. And I'm going to adjust and rotate all of these different elements. The sunlight, the ring and the, sorry, the planet. And the ring. To get a more pleasing composition, I'm going to select all of these elements and hit, let's say R for rotate and Y to rotate it on the y axis. Let's do something like so. Then maybe we can also rotate it a little bit on the z axis. R, z to rotate it on the Z axis, what we're trying to do is basically to get a decent composition, maybe we need to move them a little bit x to move them on the x axis. Something like I think will be good in order to see the final result. We can always jump to the rendering view, but actually I'm going to do really stupid thing, which is to jump to the render settings and I'm going to change the feature, oh okay, I'm going to change this to CPU. You should not do that if you already set it to GPU. Compute. The only reason I'm doing this is that because I'm recording using OBS. And OBS is really heavy on my graphic card, that's why I'm just going to change to CPU temporarily just so that the video basically will play smoothly. So let's jump to the render view and this is how our result is looking like. Yeah, I think it is a decent composition. The only problem with it is maybe the lighting. That's why I'm going to select the sunlight from here. And I can always hit, for example, R, Y, to rotate it on the y axis. And what I'm trying to do is to get a better composition. Or not a better composition, but better lighting in my scene, let's say something like so maybe I can also hit R, Z to rotate it a little bit on the z axis to something like. So let me get back to this view port shading and I think these rings are not visible in the rendered view. That's why I'm going to select the planet. And the rings hit R X and let's rotate them a little bit on the Y, X axis, something like. So let's also play a little bit more with the lighting R Y to rotate it on the Y axis. Yeah, this is better. Yeah, I think that this actually kind of works for me. Maybe I'm going to select the planet and the ringing and R Y to just still slightly less and Yeah, looking good. This is looking good. Let me jump back to my GPU. Compute, let's just disable this and put this to 32 so everything will render faster for the viewport. And after doing this, I'm going to jump to the light settings from here. And let's jump to light, and you will have an object for angle. And this angle will control how smooth this lighting is. This will mainly affect the terminator line, which will basically allow me to make this transition from the dark areas to the bright areas slightly smoother. Let's set this to something like 15. And this will give you the following result. And I really like, let's say the more smooth fall of that you will get by doing this. Now let's jump to doing some camera animation. Okay, for camera animation, I'm going to jump to the solid view so that everything would render faster. And let's just start playing a little bit with the position of our camera. I'm going to j, y to move it a little bit on the y axis so that the framing will be like so. And after doing this, here's how I imagine the camera to move. I'm just going to change from here to three decursor. What I want the camera to do is basically rotate on the z axis, just like it is basically looking at different sides of this planet, just like R Z. This, I think will be good, but the question now is how can we do such thing? You might think that, okay, you can probably animate the rotation. But actually because we're rotating around the three decursor, there is no way to tell blender that a blender rotate around the three decursor. What we need to actually do is to go shift a, let's add a mesh. Or actually not a mesh. Let's go to empty and add a plane axis. By default, it will be right here on the center. We don't care about its location. We will leave it at the center. And what I want to do is to parent this camera into this empty object. Right now it is not visible. That's why I always like to do it using the. Outliner. While you're selecting your camera, hit Shift and move it inside the empty. And you will notice that right now they are parented. And you can see this dotted black line right now, whenever I move the empty, I will be moving the camera while I'm selecting my empty, if I hit R and Z totto on the Z axis, I will be able to change the position of the camera. This is a really common work flow by adding an empty object and then pairing the camera to it. This will give you more flexibility and it will allow you to do certain camera moves that are really hard to do just by animating the camera. Right Now, let's animate our camera. And I'm going to change this editor from the shader editor to the time line. Where is the time line? Time line? The length of my animation will be only 5 seconds. That's why I'm going to jump to the output. And for the frame end, which is the length of my animation, I'm going to change it to 24, multiply by 524 is the frame rate and five is the 5 seconds I want. And hit Enter, so we will only have to render 120 frames. So let's start animating. While you're selecting your empty object, Hit this will basically add a keyframe and hit again. Okay, something weird is happening. So let me just jump to the object properties. Okay, it animated the location. We don't want the location. So let's remove all of these key frames. We only want to animate the rotation on the z axis. Let's hit this to add a key frame for the rotation on the z axis. As a starting point, I want it to be, let's say let's say -15 and Blender will forget that. So make sure to double click this and let's jump to the last frame. And here I want it to be 15, so I will have an angle like this and hit this to add a keyframe. By default, Blender will make the animation start slower then go faster, and then slow down. We want this animation to keep the same velocity along the animation. That's why I'm going to select both of these keyframes for the temporal interpolation or the key frame interpolation, and change it to linear. The animation right now will keep the same speed for the entire animation. Also, we can do some animation on the planet level, that's why I'm going to jump to the rendered view from here. And let's, or actually I'm not going to jump anywhere. Let me just get back to this view. And I'm going to add another editor. And this one will be shader editor. So we'll have the timeline and the shader editor here. Let's select our planet. And what we want to do is to make these clouds slightly move and distort and merge into each other. That this will allow us to make this planet look like it is an actual active planet. The question now is how can we do such thing? This is actually really simple, and this is where the mapping node, we added the first node right here, or actually the second node will come into place. If you start rotating on the z axis, you will notice that, okay, you're having some activity right now on the level of this planet. And we are rotating and changing the shape of all of these different clouds. All we need to do is to animate this z location, or actually z rotation. I'm going to set it back to zero. Make sure you are in your first keyframe. Jump here with the right mouse button. You will have an option for insert keyframes or insert single key frame. I'm going to choose insert single keyframe. And let's jump to the final frame which is 120. And let's set this to something like 30. Right mouse button, Insert single keyframe. While you're selecting this node, make sure it is selected to be able to see the keyframes hit while you're selecting both the keyframes and change it to linear Always. For this type of animations, you will find yourself using the linear key frame interpolation because it will give you a constant speed along the animation. And that's exactly what we want right now. I'm going to leave it at this. This is more than enough, honestly. But I will encourage you to actually try and make a different animation. Try for example to change the angle. Try to change the lighting set up. Try to play a little bit with all of these different nodes. And maybe you will find something else you can animate that will give you a better effect. Basically, give yourself the flexibility to change all of the stuff that we created without any further ado. Let's jump to setting up scene for rendering. Okay, first things first, I'm going to jump to the compositing. And there's a line, I always say, think of compositing as the stuff that happens after you render your project. After you finish, your rendering comes compositing. So make sure to select Use Notes because this is important and this is our layer. What will come out of this is the rendered stuff is the final render. First things first, we want to noise our render, but Blender right now doesn't give us the information for the denoising data. That's why you need to jump to the view layers. And right here you will have an option under passes, you will have an option for denoising data and focus right here before I check denoising data. Once I click on it, you will have some extra options that will blender will give you access to mainly the denoising normal, the denoising albedo, and the denoising depth. And these are useful information for the denoising process right now. You can go to add an ender filter. You will have here an option for denoise. Let's plug it here. And connect the denoising normal to the normal and the denoising albedo to the albedo. Right now, once we render the layer or the final render, we will denoise it. Then it will go to this last node. What we actually want Blender to do is to export all of these renders into a folder. I'm going to go shift a and let's look for a node called file output. And I'm going to plug it here. Blender will render Noise And then it will go to the file output, where Blender will save it as an image we can use later. Now let's adjust the settings of what those images will be. While you're selecting your file output, jump to the node to be able to change its propertse. Let's play with all of these settings right here. First things first, which is the base path which where Blender will save all of these images. I'm going to click here. From here I'm going to create a new folder and I'm going to call render. I'm going to enter inside this one, and I'm going to call this, for example, planet underscore. And I'm going to leave it there so my render will look like planet 000, planet 001, et cetera, until the end of the Mer sequence. And hit accept for the file format. I'm going to change it to open XR, I want it to be RGB and I'm going to just render health. This is more than enough for most of the stuff you will actually need for the Z lossless. I'm going to change it to DA loss and I'm going to change this file subpath to something like Planet Underscore. And this is all the settings you need to adjust for your file output right now. Once we tell Blender to start rendering the animation, we will have our image sequence with the settings and the path we selected right here. Right now, let's do a final check and adjust our different render settings. Let's jump here. So cycles supported, These are for the viewport, for the noise threshold, and the settings for the rendered view. I'm going to actually change the max sample to something like 128. Yes, the more samples, the better. But overall, because we didn't do any sort of complicated stuff, all we do is just simple texturing stuff, that's why we don't need a really high max samples. 128 will be enough and also it will give us faster render, and that's always a good thing. The lights I think we adjusted or not under lies in the advanced light paths. Yeah, we already adjusted all of these to zero, which is exactly what we want in space. There's no bouncing. And for film there is here an option called transparent. If I just jump to the layout blender right now, we render these as the planet in the middle of really, really black background. Later on we're going to add our own background to this. That's why I'm going to check in the render settings. I'm going to check the option for under film to transparent. Doing this I will render the planet on its own with a transparent background and that will give me later the flexibility to change the background and add stars and all of that. This is basically it for the render settings. I'm going to render all of these elements, so there is no element I want to hide. I'm going to save my project file, save as 06 rendering. And lastly, but not least, go to rendering and render and render animation. All we have to do right now is to wait for your final render to render. I will see you in the next video where we are going to do our composite work. 8. Compositing: Hi, in this final video, we are going to add a background to our planet and add some global adjustments to finish everything. So yeah, our journey is finally coming to an end. See you in Blender. Hello and welcome in this final video where we are going to composite our shot. Something I always find myself doing is that instead of using our old blender file, I like to start a fresh blender scene because it will be faster and we can avoid sometimes some glitches that can happen in the software. And also I always dealt with compositing as its own separate process. That's why I like to separate it to its own blender project way. This is a fresh blender scene. Let's click on General right away. I'm going to jump to compositing. Let's check Use Nodes. And I'm going to delete this render layers node. But we'll start by importing our image sequence. Shift a image sequence from here, I'm going to select A to select all of my rendered images. Import image sequence. Let's put it here, Control Shift. And click on this node, and you will be able to see your planet. And you can always select the viewer node and hit V to make the preview smaller. Something like so will be good. There are two things to do. First of all, to slap a background behind our planet. And number two, we're going to add some global adjustments. Let's start by adding a background. Let's go shift A, Let's put it here. Click on Open in the Images folder that comes with this course, you will have the Milky Way. Select this image. If I control Shift and click on this one, this is a picture of the Milky Way that we are going to use as a background. We need to put the planet above this one. And the node that allows me to do such thing is called alpha over Alpha over. Let me plug this to the second socket, and this one to the first socket. Control shift and click on it. Right now my planet is in the middle of the space. Now here's something important. I'm going to hit control space bar To maximize this editor, let's select the viewer. And hit V to make it smaller. The size of the Milky Way image is four k, but the resolution of our planet is 1920 by 1080. If you remember, let's say the planet seems like it is way smaller. But here's something important because in the render settings right here, we set our resolution to be 1920 by 1080. Blender will automatically limit the render to 1920 by 1080. All of these areas that are right here, blender will automatically override them and will not render them. The main reason I'm providing you with a four K image is that we can slide it left and right to create some subtle animation for the steri background. That's the first thing that we will be doing, adding some slight animation to the background control space bar to get back to my usual view. Let me move this here. The first node I'm going to add to create this animation is transform. I'm going to animate the X property which will allow me to control the sliding of this background. Let me get it back to zero, right? Not button, insert keyframe, and let's make it for example 50 or actually -50 replace keyframe. Let's go to the last frame which technically should be 120, which I'm going to change from here, 120. Let's go here and change this to 50. Insert key frame. Technically, right now you will have the animation of the background sliding by default. As you remember, blender will make the animation slow, then go faster, then slow down. We want to keep it linear, so make sure to select all of your key frames and you will have a linear or the linear key frame interpolation. Second thing will be to add some global adjustments. The global adjustments, I'm going to do them after this alpha over node. I'm going to start with my favorite node, which is the RGB curve shift RGB curse. Let's play a little bit with the settings of the RGB curves. I want to introduce a little bit of blue tint in the dark areas. How can you get blue? It's either by adding more blue or by reducing the red and reducing the green. That's the approach I'm going to do. I'm going to use the red and do this. Don't worry too much about the strength of this effect because we can always change the factor. That's actually what we'll be doing. Let's also do it with the green. Do something like so. I want to also introduce a little bit of yellow tint in the highlights. By the way, if you hit old V, you will be able to make your preview bigger. I'm going to jump to blue and let's reduce it from the highlights, which will introduce a yellow tint in the highlights. This is looking good now. Because this effect is too strong, I can always reduce the factor. Which will allow me to control the strength of this node. Let's say something like 0.25 We'll do the job. I'm going to add a glare node, shift a and look for glare for this node. Let's change the streaks to fog glow and reduce the threshold to something like 0.1 And this will give you a very soft glow around the highlights of your image. Which will make it slightly softer and more cinematic. Let's say, to finish everything off, let's add a lens distortion. Shift a lens distortion. For the distortion, I'm going to make it zero point -0.01 And for the dispersion, which will add the chromatic aberration, let's do 0.01 That's basically it for all the compositing work that I will be doing. Of course, you can keep playing with all of these different settings. Maybe play a little bit more with the curves, which actually I'm going to jump to the C. I'm going to bring this a little bit more on top so the look will be slightly faded. So something like. So let's reduce this. Okay, this is better control space bar to get back again to our normal view, Hit V to make the whole thing smaller and this is how our render is looking. I'm digging this result. And now to finish everything, let's adjust our renter settings and render our scene one last time. In our renter settings, we have the format 1920 by 1080, that's what we want. 24 frames per second. The length of our animation is 120 frames. We're good to go. Let's pick a folder where to render our final render. And let's call it, for example, gas lane render, except for the extension and the file format look generally, if you're working in a professional context or for a company or something like that, probably you will end up picking either open EXR or PN J in our case. Because I just want to say one more step, my final delivery, I want it to be a video MP four that you can post on social media or art station or whatever. That's why I'm going to render it as a video. What I used to do before is to render an image sequence and then transform it into a video. But there is the option also to convert it directly to a video, to render it directly to an MP four, which is this option, FFmpeg video. And also our render is really simple. So worst case scenario, let's say hypothetically, or render crashes or something, it is really easy to re, render this scene. Ffmpeg for the color management. I'm going to keep it the way it is for the encoding Meta, Osaka or Metrosk. I don't know how to pronounce this word. The only thing you need to know that the container, this is what we call MKV, if you ever downloaded videos from the Internet. This is the file format. As far as I know, it is optimized and it is better than MP four, but it lacks support in a lot of softwares. That's why I always like to change it to MPG four, which is MP four for the medium quality. Let's change it to loss less. Our render is really short so there is no problem of storage. Yeah, these are all the settings I'm going to adjust. Make sure to connect your last node to the composite node. Let's bring this and bring it to composite. Let me save my file and now I'm ready to render this shot. So go to render and render animation. This should go really fast, so I'll see you on the other side once my render is finished. Okay, the final render is over. Let me close Blender. Let's close this. Let me jump to the Render folder, and right here you will have Final Guest Planet Rendered. This is an old render, so if I open it, this is our final video. Finally rendered. Thank you everyone for tuning into this course. I hope you've learned a lot and you can always check the rest of my courses here on the platform. And I can't wait to see you in future courses.