Transcripts
1. Introduction: I am David from Treaty
School, and in this class, you are going to
learn how to create the school pitlatd
effect in Blender. When looking for a
new treaty adventure, I actually found
these amazing rands by Michael Shillinberg. I liked the style so much that I even created
a class out of this. And that is this
class, of course. Learning and taking
inspiration from other treaty artists
will help you a lot with becoming a
better Treaty artist. I've even gotten more
work and more clients using different kind of styles and learning from
Audit Tree D artists. So I hope you'll do the same. This class is divided
in small videos explaining everything
you need to know to create the
cool looking planets. If you ever get stuck, I have some extra resources in the description down below, and you can always ask me. I hope you guys are
as excited as I am, and I can't wait to see
all the different kinds of planets you guys
are going to create.
2. 1.1 Model the planet: Welcome, guys. Here we
are inside blender, and at the bottom right, you can see in which version I am. Let's start here
and we're going to create our planet, right? So the planet consists
of two models. We have our mountains, let's say our land, and we have the oceans, right? So we're going to
delete the default cube here and going to
add a UPsphere. This UPsphere I want to have
some displacement in here. But let's first add a subdivision
surface and put this at two because now we have more geometry for this displacement modifier
to work with. I would also like to click on W and do shade smooth
on this model, so it's nice and
smooth instead of having those little flat faces. Now, add modifier and use
a displacement modifier. Click on New, and now we
have created a new texture, and if you go to the
texture properties, you can select a type. From image or movie, we're going to choose clouds. So now we can see that they finally have some displacement. This displacement, you can
change in multiple ways. First of all, you can
change it here in strength, I can make it less
or more strong. That is in the modifiers, or you could go here into
the texture properties, play around with the size. And right now you already
want to think like, Oh, how big do I want my
mountains to be, right? So let's say I want
them to be like 0.6. It is a little bit
hard to see though, because we don't really
have any reference to look at or have
our oceans, right? So if we rename this sphere
to just planet mountains, then duplicate the sphere, and this one is going to
be the planet oceans. Now, into the planet oceans, go back to the modifiers and
delete the displacement, because the oceans are just
going to be nice and round. You can go back to
the mountains right now and play around
with this texture. So we set a size
of 0.6. Good work. But I would like to have
a little bit more impact on what is really
happening here. So I'll go to colors, and here you can play
with brightness, contrast, and even stuation. So if you put the contrast down, you will see that also the mountains will go
down in height. And around here actually
looks cool in my opinion, but you could keep changing and finding whatever you
think looks cool. So just play a little bit
around with these options. So now we have our planet mountains and
we have our planet oceans. Very cool. In the next video, I will show you how to create the materials for the mountains.
3. 1.2 Materials mountains: So let's get our planet
Mountains material going. Select your planet mountain
and then click on New and create a mountain material. You can delete the
principal shader because we're going to
use an emission shader. So emission. And what an
emission shader does, it actually just emits light. And this comes later on very handy with this
bloom option here. So if you go to
rendered or a material section inside the
EV render engine, you can see that now we have, it's just a very
flat shading, right? So that's co totally work, but I would like to
have a little bit more, more interesting
looking material. So what we can do is we can combine two of these.
So let's make. Let's just do one
random color in here. And use a mixed shader
to combine these. You will see that
this mix shader just combines some half half. So right now, it's in between this white
and a pink, right? You can also move it up,
and now it will only use this node or
move to the left, and now it will use this node. So 0.5 is in the middle. The thing is this also works with gray scale
maps, which is very cool. So let's say I am
using a noise texture. So I'm going to use
a noise texture. Noise normally just
looks like this. So let me get a
diffuse shade in here. Okay. So noise normally just looks like this
as you can see, right? So we still have to
play a little bit around these options, but you can see what
the noise does. It gives us black
and white values. This is a gray scale map. We can use this in this f right? So I have to go from the
noise texture into the fac. We don't need to
difuse shade anymore, and this mixed shade
goes into the surface. And now you can see that instead of it being
black and white, now it's used as kind of a mask. So the white or
black will be using this node and the other color
will be using this node, as you can see right now. So we can do very
coool stuff if this because if you use a
gradient texture gradient, put the gradient into the g. Then you can see that we get a nice gradient in between here. And this is the one technique
that I really used. You can see from a preview that you can see from a preview, it's kind of hard to see, but in the bottom of this planet, it is more bright
than on the top. It might be a bit hard to see, but it for sure is
happening there. So I want to have the same here. And yeah, this kind of
shading is already working. We might want to change
it. So let's just do kind of the same colors
that what I had before. Around here. The problem here is is that it needs to
be rotated a little bit, and I cannot do that right here. So if we get a
texture coordinate and a mapping node
in between here, let's just use it generated
into the vector of the mapping node
and the vector of the mapping node inside
the gradient texture. Here we can start to rotate everything if you
would like, right? So we can rotate it, and now our gradient texture is more
in the position that I like. What you can also do for even more control is you
can use a color ramp. So now a gradient texture can be controlled
with this color ramp. You can see here that
it can make it very sharp right here or can keep
it quite loosey goosey. But you can see that I can yeah change these colors
around a little bit. I can even swap these if I want. So pm. Now this side is the
more brighter blue, right? So those are a lot of
options that you have. So as you can see, this is kind of the basic material
that we have here, but there's something
else happening. You can see that we have these very bright points
here in these mountains. On top, they are pink, and in
the bottom, they are white. What are these and how
can we create them? Well, I thought is
just a very cool, kind of, yeah, back
light effect, right? And we can create this
actually quite easily. So we can get another
emission node in here. Let me get everything to white. And get another mix shade in here and we're
going to mix this. So as you can see, right now, the mixing doesn't make
any sense because it just mixes this color with
this color, right? But what we can do is we
can use a fernal node. Now, a Fernal node does
something different. So what is feral? Fernl has to do with
specular objects, right where we have reflections. If you look at this image, I want you to focus
on the water. When we look close
towards the object, which is the water, you can see that we can look
straight through it. But when you look further away, you can see a clear reflection from the mountains
and the sky above. So once we get more
of a grazing angle, then the object gets more
and more reflective. At a 90 degrees angle, it actually is all the way reflective. It's just a mirror. 100% of the light will reflect back to the camera or
your eyes, of course. And because it has to
do with the angle, you can see that it is not totally reflective
in this image. That is because there
are some waves, maybe because of some of
the wind that blows over. So rough objects will have
a less noticeable for a el. We can also use a
color wrap in between here and get these areas
more sharp or less sharp, whatever you want, and you can play around this IO R, right? Very cool. So that is
the bottom and the top. You can see that we have
these brighter areas, right? So how do we get
the pink in there? Well, it's exactly the
same as we did here. We used all of these. So the whole gradient texture
setup, put it down here, and then mix this emission
with the pink emission node. So here's the pinker one, with this grading texture. So here you can see that
we have the white on the bottom and the
pink on the top. If we just use this texture, you can see what is happening. It is just the same as
we had before, right? But because we're now
using this fernel node, then only these
corners are affected. So this is our planet
mountains material. You can see that actually, the material doesn't
really pop yet. It looks like mine, right, which I showed you before, but there's something missing. But what is this? That is essentially the
blooming section here. So if you go to the
render properties, make sure you are inside the render engine EV
and put on bloom. For bloom Bloom is
already working, but let me put
this emission very high just so you guys can
see what is happening. So if I turn on or off bloom, you can see what it does, right? It creates a very cool effect
around the emissive parts. And because we're only
working with emission, we need to put some strengths
higher than other ones. But we can also play around with the with these
options here. So the threshold could
be quite important, but also the intensity of the bloom and the radius
of the blooming, right? So if you have a smaller bloom, you can see what
is happening here. If I look back at my scene, I saw that I had this at
four and this at 0.094, which is quite extreme, right? But if I look back at my
strength and emissions, this one was at 3.6, and the other one seems
to be quite lower. So this one is at two, then we had this one at five
and this one at four. And as you can see, it doesn't really look
the same at all, and that is because every scene is a little bit different. So maybe, in this
case, we'll put the intensity a
little bit lower, and we want to play with
these emission notes, okay? And I can show you
right here, like, Oh, I do this and this, but it
will be different than yours. So you really have
to play around and make it look the
way that you want it. So as you can see this material,
yeah, looks quite big. It also is big, but it's
quite simple still, right? And we're not going to use
way more difficult materials, but I hope you guys learned from this and I'll see you
guys in the next one.
4. 1.3 Materials ocean: So let's create our
ocean material. As you can see here,
the ocean is just blue. It's quite simple, but there are some cool
reflections happening, and those are actually animated. So let's go into Blender, and we're going to start
with this material. Select your ocean, make
sure we go to rendered, and then we can click on new
to create a new material. Let's rename this
material to planet Ocean. Now, I'm going to delete
the principal shader and just going to do the same as we did with the
planet mountains. So add an emission, duplicate this and use a mixed
shader to mix them. As well as the
mountain material, I like to have a gradient
texture in here. So use a gradient texture. Color goes into the fc and
we like to, of course, put a color ramp in between here so we have some more ways to play around with this material, and then a texture
coordinate and mapping node. Now I'm going to hide
the planet mountains just so I can focus
on the planet oceans. It is all the way white.
We don't see any gray and, and that is because both the
emission notes are white. So let's go here, make sure this is nice and blue, and this one is going to be a little bit of a lighter blue. I actually like it like
this, but you could, of course, play around with everything that we did before. So that is up to you, but now let's create those
cool little reflections. So I'm going to add
another emission note, and I'm going to duplicate this mix shader and put
it in between here. Now, it's just going to mix this whole material with this emission node here.
But we don't want that. We are actually going to
use a mus grave texture, and this height will go into the fac of
this mixed shader. Now you can see that we have
some differences between this big material here
and this emission node. We want these white parts to
be those little reflections. So I'm going to put
the scale way up, maybe to around like 20, and also the detail can go
way higher, maybe like 15. Let's add a color ramp. And play around with
these two slides so we can create some
small little splotches. So these are essentially
going to be the reflections. So you can make them as
big or small as you want. You can essentially
make them bigger or smaller with the color ramp, or you can play around
with the scale, you can see here, right? We are also going to animate
this with the scale. So let's grab our
timeline in here, Tline. I want to change my begin frame to zero and end frame to 120. Now, at frame zero, I want it to be
at a scale of 20, right click insert keyframe. Because I want this whole
animation to be looped, I want to go here at
frame 120 and also have the scale at 20
and insert keyframe. Then at 60, which
is in the middle, I want to change the scale. So I'm going to go to 25, right click Insert key frame. So let's play our animation
and see what is happening. If we play this,
you can see that we get some cool little
animation happening here, and at the end, it goes back to its original position so that
makes it loopablelet's say. Awesome. So that is essentially
what we need to do here, and that is the planet
ocean material. See you guys in the next part.
5. 1.4 Astroids: So let's now create this ring of asteroids,
as you can see here. So it's going to be
quite simple, actually. We're just going
to create a ring. The first thing that
we're going to do is create a circle, scale this up, and then
going into edit mode, extrude it and scaled
up even further. What we're essentially
going to do is we're going to
create some rocks, and then we're going
to spawn it on this circle, let's say. So let's create our first rock. What I want to do is I
want to just duplicate the planet mountains,
duplicate it. Move it over here
and scale it down. So of course, this material
is not going to be the same, but the shape is already
a little bit rock like. We do want to change a few
of these modifiers, though, because I don't want
it to look exactly like our planet, right? So I am going to change
everything a little bit. So maybe the strength goes a bit up or we just create
a new texture. So two, then we go here
into the texture properties to the texture 001 and play
around 50 these clouds, so yeah, I'm going to
make it quite big. The strength is going down. Here, and this is going to
be one of our asteroids. So it's going to be very simple. I'm going to put them
inside a collection. So new collection asteroids.
Why do I do this? Well, if we have these
asteroids in a collection, we can essentially put a collection as a
particle system, okay? And I will show you very
soon how we do that. So rename this to asteroid. Let's do big, and we can
duplicate this multiple times, okay we can put one here, which is a bit smaller and
put the strength a bit down or play around with another texture that's
all the way up to you. Then another one. It's going to be even smaller, and then play around
with that again, rotated, maybe a little bit. But that is essentially, we have a big one, we have a medium one, and we have a small one, okay? So also rename these.
So we have a big. This one is medium, so mid. And Small. Now, go back to your ring, go here into the
particle properties, click on plus, and here we
can create some particles. So we can also do this
in multiple ways, but I like to click
on hair and then put the hair length at
one, go to the render. Instead of render as path, we're going to render
our collection, and of course, select
the asteroid collection. Right now, everything
is very small. That is because our
skill is set to 005. Let's just put it at
one, and now because our hair length is at one
and our skill is at one, they are exactly the
same size as shown here. Now, the count is, of
course, totally wrong. So let's put the number way lower and let's just
start with 100. And what you can do is
you can go to use count, and we can make sure that every asteroid has a count
set to them, essentially. So for every one big asteroid, maybe we take three
small medium ones and five small ones. That makes the image
look a little bit more balanced because we have
some big asteroids, more medium, and even
more small ones, right? So that makes more sense. We can, of course,
change a lot here, okay? So we can play around with
the skill randomness. So if you want more randoss than we already have
here, we can do that. So maybe a bit of skill
randss wouldn't even be bad. Then if we click on advanced, we can also play around
with the rotation. So we can click on random. You can see that this
doesn't really do anything, but if you randomize phase and play around with
the phase as well, then you can get some random, rotation in here,
which makes it look way better. That is good. So now we get some
random rotations. Let's actually go to the
emission and look at source. And I want to play around
with this jittering amount. So you can see that now, it depends solely on your scene, but you want them
to be a little bit more spread apart, okay? So this already
looks way better. Keep in mind, nothing
is set in stone. You can put a number higher. So if you want more
of these rocks, if you want less of the rocks, you can play around with
the scale randerss if you want even more randinss in
here, it is all up to you. But this is how we create
this ring of asteroids, okay? And for the materials
is actually, I'm not going to create
a new video on that because the materials
are very, very simple. Just select one of these. Let's start with the big one. Click on four to duplicate this, but we're going to
change the name. So let's do asteroid, big. Then I'm going to
delete everything here. And just get an emission
shaded in here. Mission. And for this color, I'm going to create a blue dark color, something like this. Then for the medium one, I'm going to select again, t big, duplicate it, rename it to medium. Then this color is going to be maybe a bit of
a lighter blue. And all of this is
totally up to you, but it's going to
be the same for the small one, select the small one, select asteroid
medium, duplicate it, then do trod small as name, and maybe this is going
to be yellow or whatever. You guys should really just
play around with this, see what looks cool to you and then go on
with the next video. So I'll see you guys there.
6. 1.5 comet: Let's create the comet that
flies around our planet. So it's going to be
quite simple, actually. The first thing that we
need is we need a curve. So this curve is going to be let's do it a bit bigger
than our asteroid ring, and this curve is
essentially going to be the curve where our
commet flies around. So let's create the comt. Make sure when you
add something, you don't add it to the asteroid
section because this is, of course, going to be
added to this ring, right? So the asteroids should be
only for the asteroids. Now, what we're going to
do is I'm going to create a UPspere Click on Shift H to hide
everything else except this UPsphere and let's
addit this UPsphere. So I am going to rotate this 90 degrees around the
x axis and delete one side, okay I'm going to go
to the side few here, go to wireframe mode, and then delete one part. Then I'm going to this and move it all the
way backwards here. Then scale it down. Around here, and we need to
create some extra edge loops. So contra R and just scroll up and then around here should be good and
then accept it. Perfect. So this is our comet. Now what we want
to do is we want to unhide this bier circle. And you can see that our
comet is way too big. So I'm going to
scale this way down. And then click a contra
A to apply the scale. Now, what we can do is we can go here into our
modifier properties, select curve, and then
select this curve. It doesn't really deform
the way that we want it, so I need to change this axis. In my case, the Y
axis seems to work, but in your case, it
could be different. So just play around with these. Now if we unhide
everything with old age, you can see that we
have our comm and we can start to give some
material to this. Also, for the comet creation, I don't think we need to
create a new video because, yeah, we already
done almost, right? So what we're going
to do is we're going to create a new material. It's going to
rename it to Commet then let's delete this and
create an emission note. What we're going to
do here essentially is do exactly what
we did before, but the gradient is actually going to work a little
bit different, okay? So let's add a gradient texture. And if we put the
gradient into here, emission into the surface, let's look at our render, you can see that our gradient
creeps up here, right? So we can create a color ramp, put it in between
here and play with this color ramp.
That works great. But you can see that right now this gradient doesn't
really follow this curve. So to change this,
we need to add a texture coordinate
and a mapping node. Factor goes into the factor, and then we will use the
generated into this factor. And now we can play around
with this y rotation. So just put it at 90, and you can see that now it goes from black all the
way towards white. Perfect. So that is
not really what we want because we want
these cool colors, right? So we're going to create
some white in front. Then we're going to
have some yellow and then some red, right? So let's put this at ease to have a very nice
smooth transition. We're going to put this
to a nice white color, maybe almost yellow white here. Then we can click on the plus to create a new little stop. Make this yellow, and you can play a round
of how far you want it. Create a new stop. This one
is going to be red, red. And then this one can
be, I guess, pink. For some reason, if I play
around of the location, you can see that kind of the
colors are flipped, right? So I'm going to put
inside of rotation 90. I'm going to do it to -90. Now you can see that, it
is flipped again, good. So here's pink and then then
yellow, and then white. I'm going to play a little
bit around of this location, so I can actually
have the white in here and just a little bit of playing
around with these colors. Awesome. But if we render this, I do not just want to see
everything as a solid. I would like this little tail of the commet to be transparent. I'm going to use a transparent
shader with a mix node. I'm going to mix it with
this emission here. But where do I need to say that it is going
to be transparent? Well, what we're going to do is we're going to use a color ramp, and we're going to use the
exact same gradient texture. This one goes into the color, and then color goes into the. Here, and here we
can see that we can play around with this value. And where essentially
is transparent. There it is black in
this case. Why is that? That is because we need
to tell EV that we should work with
transparency, okay? So go into the material that you want the
transparency to be in, and in this case, we want this
commit to be transparent. So go here into the
material properties, then blend mode
underneath settings. Blend mode should
be Alpha blend. And now it's nice and
blended as you can see, and you can play around
here with how far you want this, transparency to be. So that is quite
simple as you can see. That is how we're
going to do it. And yeah, now it's
just up to you to see how much emission you want in here and all that good stuff. So I hope you guys learned
from this little part, and in the next part, we're going to create the background.
7. 1.6 background: The next three D
model that we need to create is the background. So create a plane, rotate it, and move
it a bit backwards. I'm going to go into my Cafe, so zero and make sure
the plane is just as big as whatever we can see
like inside the cama few. Now, contra A to apply the skill on this and we're going
to create a new material. This material we can
name to background. Just as in our ao materials, we will use a gradient texture. So we're going to
delete this add emission note Color Ramp, gradient texture mapping node, and a texture coordinate. So let's put the UV
into the vector, vector into the vector
of the craton texture, color goes into the
color of the color ramp, and then the color goes into the color of
the emission node. This emission note can
go into the surface, and now we can start to play
around with these colors. So first of all, I'll go into my random field parchining just to see what
is happening here. And the first thing
that I want to do is I want to rotate my texture. So let's look around the
Z axis in this case. So that's 90 degrees
around the Z axis. And then I need to play
around my x location. This all depends on if you have applied your rotation
as well or not. Otherwise, these values
might differ a bit. But around here seems
to be fine for me. And now I want to play
around with these colors. So I am going to use a
nice purple, I guess. And this color is going
to have the same color, but maybe a little bit brighter. So we have a little bit of
a difference between them. But Yeah, that seems to be okay. So you might think,
cool, that's it. But what I actually
like to do here, I like to animate this
background as well. So this is also the first
step into our animation. We already have set
our end at 120. If yours is more or less, put it at 120 because this is how long our animation
is going to take. Now, what do I want
to animate here? I want to animate little stars. And we need some
extra notes for this. So I'm going to use
a noise texture. We're going to mix this noise
texture with the emission. But this is going to
go into the fac, okay? And we need a different kind of color for the stars itself. So I'm going to duplicate this emission node
and put it in here. So these are going
to be my stars. And you can see that, right now, it doesn't really
look like stars at all. So what do we do here? Well, first, put a skill up, and here we can see that we
get some small noise in here. So maybe 67,
something like that. Detail can go down to zero, and then that seems to be okay. But you might think now like, mm, doesn't really
look like stars. And yeah, this
doesn't look good. Well, I'm going to
add a color ramp. Here. And now, if I play
around with these two values, you can see that I can create small sploges and right now, they might look like, yeah,
kind of weird things. But once it's pixilated, it actually looks like
small little stars, okay? So, we want to play around
with the strength, of course. Strength of everything needs
to go a little bit down. So maybe 0.15 or 0.2 for the emission of
the background itself. And then the emission of
the stars, we need to, of course, change the color
so we can go a little bit, maybe purples or reddish or even yellow,
whatever you want. And this strength also
goes a little bit down, but we want to animate this. So you might think, how do
we actually animate this? Well, we animate it in a
quite a simple way, okay? So let's first put it at 0.5, and I'm going to right
click and insert keyframe. So from now on,
this is animated. We have inserted a
keyframe for our light. But what do I want to
achieve if this animation? What I want to do here is I want the strength to go a little
bit down a little bit higher, a little bit down, just so
it looks more interesting. Now, if we just grab this one, pull it a bit up and go
here into our graph editor, we can select this, go down into our background, lower and default
value strength, which is this, the strength. We can go here. Click this little arrow here, which you can see, little arrow, or you can also click on N, and then we go add a modifier. So now we add a modifier to this whole a graph to this keyframe that we
just put in, right? So add a modifier, and
this is going to be noise. So what you can see
if you play this is that it doesn't really feel
like anything is happening, but if you look down
in the strength, you can see that it goes up
and down and up and down. This is just not strong
enough in this case. So what we could do is we could change some of these values
inside the modifier. So in this case, I want to put the strength maybe at even ten. So now you can see that the
rate at which it changes is a little bit longer instead of it being so close together, right? So now we have a more of a smooth going on and
off and on and off. Then yeah play around
with the strength, we can pull it up to have a bigger difference between the high points and the low
points, as you can see here. I don't want it to be
all the way black. So be careful with going too high in this strength
setting here. But around here will be fine. So now you can see that it goes on and off and on and off. And yeah, that actually
will look great. So you could add in
even more detail. So let's say we have these here, then I can just
duplicate all of this, contrac contra v, and move this a little
bit further away. And then add it in here. And for this noise texture
that we have here, I can just play a little
bit around with the scale. Maybe we put the scale at 70. So now you can see that we
have two different ones. They're hard to distinguish. But if we also play around
with this color a little bit, maybe we make this
a bit more pinkish, you can see that we have more
different kinds of stars. And also, this one,
we can animate. Maybe this one goes 0.4, right click insert keyframe. I would personally actually put the keyframe, first at one. Then right click and
inside keyframe. Otherwise, it's sometimes
starts at the frame 60, right, because you put
there the keyframe. Select this, go here, and then add a modifier
noise and here, it's going to be exactly
the same, right? So first, I want to make the
scale a little bit bigger. So around ten or
11, would be fine. And then let's look
what this looks like. It goes a little bit too deep. So play around with the
strength. And that's it. So right now, we have some
yellowish or orange stars in the background
and some pink ones. And of course, we have
our background itself. So I encourage you to
play around of this, also the colors of
the color ramp, like the background itself. Just make whatever
you think looks cool. But this is how we create
the background and how we animate those little stars
blinking in the background. So I hope you guys
learn from it, and let's go on
to the next part.
8. 1.7 animation: So we have animated both the background texture
and the water texture, right? But we need to animate
everything else as well. So let's go back
here into animation, and we can start to animate. The first thing that I'm going to do is I'm going to click on zero to go into my camera view. And I want to see from where we are going to
see the animation, do I need to switch
and move stuff around? Yes, I do. I don't like the way that we're looking
at this right now. But we can actually keep our camera and background
like this and we can just move all of the
other objects around. So the first thing that we
want to do is we want to rotate our planet, right? So I'm going to select both the ocean and
then the mountains, click on Control P and then
do set parent to object. Now, this planet mountains is the parent of the
oceans, let's say. So if I move the
planet mountain, you can see that the
oceans move with it. I don't have to animate
them individually. So go to the first frame, in this case, that
is frame zero, click on, and then do Ist
key frame at rotation. Then at frame 120, we're going to rotate around
the Z axis for 360 degrees. So R z 360, click on and then do rotation. So now the planet
rotates a full round. Awesome. The thing is, you can see that the planet
is first quite slow, then speeds up, and
then slows down again. Looks cool, but I don't
want it in this case. I want it to be just very
linear. So how do we do this? Well, a very quick
short cut or short key is click on T and
then do linear. First, select the keyframes that you want to have a linear, then T and then linear. But what is actually
happening here? Well, let me actually
drag this out. Get a graph editor in here, and here we can see
what is happening. I need to make it a bit smaller, so we can actually
see what's happening. This line is essentially
our animation, and you can see that
it is not linear. We have a curve in here, and this shows us the speed. I first slow speeds up, speeds up, and then
slows down again. This is what we want to change. Also here, you can select them, click on T, and
then do to linear. You can even do it in
key interpation mode and put it here to linear. Now it is linear, and
what you will see is from frame zero to frame 120, it will have the same
speed at all times. The next thing, we want to
move our asteroids around. One thing that you've
got to keep in mind is if we first rotate
it in a cool way, let's say, I'm going to put
it here, looks quite awesome. Then by the way,
don't do this yet. I'm just going to show
you what's going to happen. It's going
to probably wrong. Then I'm going to do
rotation at here, and then rotate around the Z
axis 360 degrees I rotation. You will see that it starts to rotate in quite a weird way. Okay. So it doesn't really
work in this manner. So I'm going to click on
Control that a few times, so it's back in its spot. And what we need to do
is we need to first create an empty, okay? Create an empty plane axis. This empty, we can
actually rename. So I'm first going to
put also, by the way, I'm going to put the
plane outside of the asteroids and also
this empty because the only thing which needs to fit inside the collection of the asteroids are the asteroid
big, medium and small. So this empty is
going to be asteroid. Asteroid empty. What we want to do is we
want to select this circle, which actually is
our emitter, right? This is our particle system. So we can also rename this
to asteroid particle system. So once we have the asteroid particle system and
the asteroid empty, we are going to hide
this leg planet here, select our asteroid
particle system, and then we shift, select the asteroid empty, click a Control P and
do set parent object. So now this parti system is
parented to this object. What we can do now is I can rotate this empty round
to whatever I want. Let's say Let's say I wanted to look like
this, something like this. Then what I can do is I can select this ward
particle system, make sure I'm a frame
zero, rotation, then 120 rotate two times and then do 360
degrees rotation. As you can see now, it stays
nice into its own place because we use the empty and now just rotates around
its own origin. So this is what we want. That is how you do it,
and yeah, that's it. And you can do multiple
things with this. You can still also animate this empty if you would like to. But in my case, I'm
not going to do that, and I also want this
animation to be linear. I don't want it to slow
down at any point. Also, for this one, I'm
going to select it. Make sure all of my key
frames are selected, click on T, and then do linear. So now it always rotates. Awesome. To animate the comt, we first need to fix
something we did before. So in some of your cases, you don't need to fix this, but in my case, I do need to fix it. So I'm going to select my
comt and I see here that my deformation axis is in
this case, still on the y. But if you want to animate
it that correctly, you can see that
if I rotate that, it doesn't rotate
around the axis, right? So it's just a
little bit annoying. So we need to change
deform axis from the y to the Z and instantly, our com just yeah,
change position. So how can we fix this? Well, it depends on which
axis you were, right? So if you already were
in the deform x t, you don't need to
change anything. But if you were on
the x or the y axis, you do need to change something. And the one thing
that I just found out is you just need to do r to rotate and click on double
times x or double times y, and you will see in which
case it will work for you. So I need to do X X. And you can see that now, I can move it in
position, right? If I also open this item bar, you can see that I can see the rotation
changing this here. Focus on here. All right. So I'm going to rotate
it to where I like it. So in this case, R two times
x and then around here. And you can see
that around here, it seems actually perfect. So the rotation in my
case, will be 180. I'm just going to do zero and zero on the
y on the z axis. So now it's perfectly into
place on the deform axis. So now if I rotate this
circle around the axis, you can see that
it actually works. So now we can do the next part. We're going to do exactly the
same as this asteroid ring. But we're going to
use another empty. So here, add an
empty plane axis. This is going to be, of course, out of the asteroid collection, and this empty is going
to be the Commet empty. Now, select the Commet
and this circle, the comet circle, and then as last the comet empty Control
P and click on object. Now when we move this, we can just move
where if you want, and if we want to rotate it, we can rotate this when
you click two times on. Okay? So, click on zero. Move it in a good position. Click on Add age, to
unhide everything, and then yeah, find
your position. So maybe I want to rotate it
a little bit more like this. And then select
this circle here. Go to your first frame. Click on rotation, go
to your last frame, rotate Z, Z, then 360
degrees I rotation. In my case, it goes
the wrong way. So I'm going to select
it, go to item, and you can see that I go
to 360 seems to be okay. So maybe I'll go to minus three 60 s. So I'll go
to my key frame. Go here, -360 and then
replace key frame. So right click replace keyframe. And now it goes right way. Also, for this one, you can see that it slows
down at the end, and it starts slow
in the beginning. So I'm just going to
select them both, T and then linear. So now everything
moves like it should. So my camera is a little
bit too small here, so you can see that this part
of the commet goes through, so I might move my camera
a little bit backwards. Just like this. A
little bit backwards. Okay. And here we are. Awesome. Everything still fits. And in the next part,
I'm going to show you how we actually pixelate
this. See you guys there.
9. 1.8 Render the pixelated effect: Our model is done. We, of course, still
have some clouds that we can make and we can make
an atmosphere around it. But I will keep
this for the extras because I first
want to explain to you guys how we
are actually going to create the pixlated effect. I'm going to show
you two techniques, and one technique is just
putting the resolution down so we get the pixels
in that way, right? So that is quite normal. But there's also a way to
still keep this resolution, but have a pixlat effect. It depends a little bit
what you want to achieve. With the bigger resolution, I do see a little bit
of a better image. So if you really want to go for just a very cool looking image, then I will use that
technique or if you really want to use the pixilate effect for games or whatever, then you just put the
resolution lower. So the resolution
lower is quite simple. You just divide it maybe by
eight and this one also. And now what will happen
is when I click on F 12, you can see we have a very
small image coming up. This is small because we have
a limited amount of pixels. If I zoom in, you can see that we already have a few
pixels showing up. So this is a literally it. If you want bigger pixels, then you just put the
resolution down again. So divided by two,
divided by two. Click on F 12 to render it, and now you can see that A
even have a smaller image. So now if I zoom in more, you can see that these
pixels are bigger, right? So let's save this one, save as. I'm going to save it as as you can see I already
made a video before, but try out, I think it's
one 20 by 68, right? So save as, and that's it. So if you just have a
resolution of 1920 by 1080, which looks like this. You see that you have
a very clean, model. There's not nothing like
pixelated about this, right? So how do we change this size of the image
to a pixelate effect. It's very easy. I'm just going to close this, and I'll go here into
the compositing. The two nodes that are
available already are the random layers
in which we just rander this image and
the composite node. To actually addit our image and see what's going to happen, we are going to use
a fewer node, fewer. The image of the undulators goes into the image of the viewer
and here you can see that, this is the image that we have. Now, we want to pixelate this. It's quite easy.
Add a pixelate node goes in here and you can
see that nothing changes. This is because we need
to add two other nodes. It's just going to be a
scale node here and here. Now, we need to scale these down and up to make sure that
we get the right pixels. If we put the first one down, so 0.1 by 0.1, You can see now that we have this smaller image with pixels, right, with the lower
amount of pixels. But now we're going
to scale it up again. So 10.5 by 10.5. And now you can see that we have a big image with
our pixlate effect. So what I'm now going to
do is I'm going to put this image into this
one of the composite. And now if I click on F 12, you will see that we
render it with the pixels, and now you can save it
to whatever you want. Save and this will
be like 90 21,080. So why did I show
these two techniques? Well, let's go into hot shop. So here you can see the
big image that we had. Of course, if we zoom a lot in, you can see this small one. This small one, of course,
also takes way less to render and is quite
useful for games, let's say, and the
big one will be useful maybe if you want to showcase it on
Instagram or whatever. Let just make something cool. Those are two different ways to create this picultd effect. So how do we create a
video you might ask? It is quite simple. What you need to do
is you need to go here into your
output properties. Select a new folder, so I'm going to create a
new folder into the output. It just rename this to Planet, whatever, render or movie. Make sure you go
inside and accept, once you have created
this extra folder, what you can do, you can
choose your file format. I personally like to use the
PNG because what happens with a PNG file is every separate frame
that we have here, so 120 frames, it will
create a separate image. I then go inside maybe
Premier Pro or even inside the Blender compositor and then create a
video out of it. But why do we need to create all separate images,
you might ask? Well, if let's say my
blender crash at frame 70. What I can do, if I have my
file format at PNG or TIF, TIP is even better, by the way, but if I have my file
format at an image, then if it crashed at 70, I can just repeat
it from 71, right? But if it crashes
within movie file, the whole movie file
will be corrupted. So then I need to render
everything from before. Inside EV, it doesn't
really matter. And yeah so now you could even just choose this
one if you want. But if you're inside
cycles, it really, really matters because
if it just crashes, you need to maybe render
a whole 3 hours again, and we don't want that, okay? So keep it into your mind that probably you just want to
render with a nice tiff, and then render animation. And here you can
see that a whole animation is going
to be rendered. This doesn't take too long. And what you will be able to
see is that if we go here, every single image file
will be saved here. So in the end, it will
look something like this. Right? So that is
how we create this. And in the next
part, I'm going to show you some extras like this atmosphere around here and these clouds. So, I
see you guys there.
10. 1.9 atmosphere: So in the last part, I showed you how we
actually create this, the pixilated effect, right. But there are, of course, also extra things that
we can do here, right? So let's start with
the atmosphere. So we're just going to add
a very simple UP sphere, make it a bit bigger, and then shades smooth and go to shading. Well, create a new material, and this is going
to be our adhere. I think you write it
like that. I'm not sure. So what we're going to do now is let's too in a little bit, and we are going to or the rando fuel pchding
or the material fuel pchding and we are going to create our
material right now. So as every material
that we did here, we're going to start
of an emission node, emission and emission
goes into the surface. Now this whole
sphere emits light. But we only want this little outside edge to
actually light up. The first thing that
we're going to create is a transparent shader here, transparent node, and
then we're going to mix this with the emission. Let's change our
emission color here, and we're going to
add a layer weight. And we're going to
use the Fernal after the fernel create a color
ramp, put it in here. So we want to play a round
of this a little bit. The thing is we need to make
sure that EV actually also sees the transparency
in this material. So go here and also this blend mode is going
to be Alpha blend. So now we can see
through the model. Before that, we couldn't
do it because yeah, we need to go inside the material and then
change it to Alpha blend. V also recognizes the
transparency shader. So now we want to
play around with the color ramp and the
layer weight, okay? So just play around 50, see how far we needed to go. I think we might need
to switch them up. Yes, this is better. So only the outside
will be lit up. Okay. So as you can see here, we have a nice edge,
and you can make this edge smooer or less smooth
with these sliders here. So if I move them
close together, you can see that it
gets a bit smoother. Yeah, we can even just play
around of these options here. Then the color, I
actually wanted to be the same as the stars. So what was it like a bit
orangey, something like this. And then, of course,
you can play around with the
strength as well. And this is how we created
atmosphere around the planet. I would also highly suggest to get a subdivision
surface in here, so it's more round,
yeah, that's it. So in the next part, I will
explain to you how you can create those clouds.
I see you guys there.
11. 1.10 clouds: So right now, we're going
to create some clouds. So what we want to
do is we want to just duplicate this atmosphere. So we have just a sphere. And then what we're going
to do is we're going to duplicate this
atmosphere material, and we're going to
rename this two clouds. So we don't have to delete
everything from the material. Only the lay weight and the
color ramp can go away. Now, I'm going to do Shift H, so I only focus on
whatever we just selected, which is the clouds, right? We can even rename this. So now it's inside the
asteroids, we don't want it. So I'm going to put
it outside here, rename it to clouds. And what we want to do
here is we want to add a texture so we can
actually see those clouds. So I'm going to do this
with an image texture. So image texture, and we're
going to open this one. And you can, of
course, download it. It's available for you
guys as well. So open one. And what we want to
do here is we want to just put the color in here
and see what is happening. So right now you can see that one part is a little bit darker, which is the emission or
which is the transparency, and of course, the other
stuff is transparent. So we need to play a little bit around with this because it doesn't really work yet, right? We need a small
little cloud here. So we're going to add a
texture coordinate and a mapping note UV goes
into the vector here, and this factor goes
into the vector of the background
image texture here. And we can play around
with the location, and of course, the
scale as well. So let's first do the scale. Let's put this maybe four
and this one is four. And here we can see we
have two of these yeah, little splotches, and, a
lot is happening here, but not really the right stuff. So I'm going to
add a color ramp. And we can play around
with this texture here. So I think I need to switch
the colors as you can see. And here we have
our little clouds. There are a few too many, and this is because we
have repeat on, then it keeps
repeating this image. But we can also do extend, and then we can play
around with this with a location and stuff. But it just doesn't get
repeated the whole time. So we want a elongated shape. Make sure we put it
in the middle again. It's just a little
bit of fiddling around, but it's not too hard. So stuff like this
will look okay, right? Maybe even smaller,
nine, whatever. And once you have a shape
that you like of this cloud, what you want to
do is we want to create more of them, right? Because one is cool, but
more is even cooler. So what you can do is you can duplicate all of this, contra C, contra, and then we want
more of these clouds. So we need to mix it together. But how do we mix a color
ramp? Well, very easy. Shift A at a mix RGB, And now we can mix this RGB. So color of the first color
ramp goes into the color of this mixed node
and the second one goes in the second color node, and then we're going to combine this color with
this mixed shade, okay? So everything here gets
moved a bit backwards, but here you can see
that it's quite simple. So is this working? Yes. But why do we
not see two clouds? That is because the location at both of them is
exactly the same. But if I move this
location around, you can see that now we have a second little cloud, right? So you can just move it
around to where you want. Something around
here looks cool. And you can get as many of
these as you want in here. So just duplicate all of this. Again, bum. Then this color ramp
here goes into here, and the mixed shader of this color ramp goes into the
color of this mix shader. Now, of course, also, this one, we need to move a little bit, but you can see that
it works as intended. We have three
little clouds here. And the only thing
you have to do for animation is just
move this around. So just go to zero, rotation, and then a frame 120, rotates at 360
degrees I rotation. Of course, this is
also a curve again. So if you go to the time line. You can see that it's
slow in the beginning, speeds up at the middle
and then slows down again, so click on T and
then do linear. And here we have just a nice linear animation
of our clouds. So the last thing
that I want you guys to do is really look at your image and see
what you want to change. So maybe you want this
background, not to be purple. Maybe you want it to
be an other color. Or you could even go
in here like, Hey, I like this atmosphere, but it's a bit too
bright for me. Okay, it's very simple. You can just put the emission
rate lower 0.9, right? So please play a little bit
around with everything. It doesn't have to be
exactly the same numbers as I have because every scene
is a little bit different. So play around with them, make up some cool stuff, and I hope to see all the
renders from you guys.