@@5MinutesBlender oh okay, thank you anyway. I’m trying to make a game where it’s a whole planet made of cities and I’m trying to use unreal engine but I just can’t seem to make the planet or cities. My whole dream was to make this game but I don’t think I can do it anymore. I thought I could make the cities in blender and then export it to ue4 but I’m not sure how to yet, anyway I’m glad that you could take some time out of your day to respond. I appreciate it
Great tutorial and just what I was looking for. I really appreciate the time you put into your tutorials. Hint: I found that my atmosphere wasn't aligning with the planet's shading from certain angels so at 8:47 when you're setting up the material for the atmosphere with Layer Weight and Diffuse BSDF nodes, I added a Texture Coordinate node to the left and connected its "Object" output to the Normal input of those two nodes, then everything aligned - might help if anyone else finds this (Blender 3.4) . Again - thank you so much for all your tutorials!
Glad it helped! Two nodes are added just to create two layers of blur & glare with two different settings. You must have seen that painters often use multiple brushes with long hairs and short hairs for multiple effects for their painting. They seldom draw everything with a single brush. It is the same thing here. The more variations you add, the more realistic it looks.
Looks really good, however when I try to use and HDRI or the material from your video for creating procedural starfields my planet shows through as Transparent and I can't figure out why - I followed this Tutorial and Appended the star field node setup from your video on that.
There is an easy solution for what you are trying to do. If you are familiar with "scene" in Blender, duplicate your scene using the Full Copy option. Now for the first scene, you can keep only the view layer and delete the atmosphere layer. For the duplicate scene, keep the atmosphere layer and delete the view layer. So effectively, you have moved the two layers into two separate scenes. Now for the view layer (scene 1) use the starfield world settings. For scene 2, use the default world settings. Now in the compositor, you have to just pickup scene 1 for the view layer (from the dropdown at the end of the view layer node) and similarly scene 2 for the atmosphere. Things will now work perfectly. I have tested this just now. If you are facing any difficulties, please let me know. If you need help on how to work with multiple scenes, this tutorial can help 👉 ruclips.net/video/r7_EItO-r-Y/видео.html (It is a tutorial on a different topic but it explains how to duplicate a scene, which is relevant for our case).
I don't think you can move the adjacent UV's along their borders like that. They have to stay with their same border. You can only scale the uv's or reposition the entire map, the individual UV's can't be swapped around, it will break the continuity of the original map. Why not use the new "Quad sphere", will that work?
You are very correct. I moved them by mistake, I should have scaled them up to match with the boundary. That was simply a mistake as I was trying to complete it in a hurry 😧😧
Thank you for great tutorial, had some frustrating difficulties with the layer and compositing situation as i am not familiar with this, i don't understand the layer process, i fi,nd it confusing, they do not appear on the composition render layers drop down menu
Hi, in short there are two types of layering. You can have multiple scenes, and you can have multiple layers or "view layers" within any single scene. By design scenes are supposed to hold unrelated composition which you'll probably join sequentially, and view layers are supposed to be related to each other, you can combine them one above the other to mix them. But technically you can do that mixing even with multiple scenes. Two layers within a scene share some properties while two scenes can have completely unrelated data. In the compositing editor, you get both the scenes and view layers in the render node. It is a strange if you cannot see them in the dropdown. Have you actually created multiple layers or multiple scenes? If your outliner shows multiple view layers but you can't see them in compositor, I would request you to send your blend file to us (5minblender@gmail.com) so that we can investigate it and suggest you accordingly.
Good question. In this case, the atmosphere layer should have a transparent background, so that no background is captured. The star background should be present only for the planet layer. To do this, you need to use two different scenes. We have moved the atmosphere to a different layer (within the same scene). But you cannot control the transparency (Render properties > Film section > Transparent) for individual layers. Instead, if you move the atmosphere to a separate scene (which is like a different layer), you can set that as Transparent (or simply use the default background, no stars). Then in the compositor, you have to join them just as we did here. Everything remains same, just use "scenes" instead of "layers". If you are unsure about how to use scenes, you can take some clues from here 👉 ruclips.net/video/r7_EItO-r-Y/видео.html
Hi, the softness of the edge is coming from the Blur nodes & the Glare nodes that we have added in the Compositor. You can check from 9:44 onward in this tutorial for the necessary settings. Please let me know if you have any further question, or if it does not work for you.
@@5MinutesBlender I had this same problem, I had all the same settings as you. I think what I did wrong was when you created the sphere for the Atmosphere and scaled it - you scaled it by 1.01 - so it is basically exactly the same size... I scaled it just by scaling it up a small amount but which was was a lot bigger than the planet - I think that is where my hard edge was coming from.
It happens when you are new to Blender shader or compositor. But with time, things will become more familiar and easy for you. I have walked that road, so I can assure you on that!
Hi Anirudh, you can rotate a planet by changing its rotation transformation value, and keyframing the same. It is like how to rotate any object, nothing different. And just in case I did not understand your question correctly, I'd request you to kindly clarify it for me.
We are adding after-effects like Blur and Glare on the atmosphere, but not on the actual planet. Hence, we need to keep them on two separate layers, joining them back in the compositor. If we keep both of them in one single layer, the Blur and Glare effects will ruin the planet. You can experiment on this and find out if there is another way!
Sorry to hear about that. If you have started with Blender relatively recently, I suggest you to model some easy objects in the beginning before trying out complex things (There are some easy models in my channel for beginners, otherwise you can find plenty of these over the net).
If you liked this tutorial, please consider making a small donation, it will help us!
𝐘𝐨𝐮 𝐜𝐚𝐧 𝐬𝐞𝐧𝐝 𝐲𝐨𝐮𝐫 𝐝𝐨𝐧𝐚𝐭𝐢𝐨𝐧 𝐡𝐞𝐫𝐞 👉 donorbox.org/5-minutes-blender
Is it possible to upload it to unreal engine?
@@Maximus.51 Not sure. Blender has very limited support w.r.t. the materials when you export a model. You may not get this exact look & feel.
@@5MinutesBlender oh okay, thank you anyway. I’m trying to make a game where it’s a whole planet made of cities and I’m trying to use unreal engine but I just can’t seem to make the planet or cities. My whole dream was to make this game but I don’t think I can do it anymore. I thought I could make the cities in blender and then export it to ue4 but I’m not sure how to yet, anyway I’m glad that you could take some time out of your day to respond. I appreciate it
Can I have download link of this planet
this is seriously underrated
all the instructions were very clear and easy to follow
plus making this is a lot of fun
Thanks Merrick! Glad that you found it useful.
Direct and clean tutorial! Thanks!
Glad you liked it! 💝💝 This was one of our early days tutorials 😊
thank you super much. the other ones were so hard but this tutorial was easy and on point. thank you
Glad it helped! Cheers! 😊
Seriously underrated and thank you for Master class
Glad to know that you found this useful! 💝💝
Thank you for the great tutorial! This was my first ever time using Blender, and I found it very easy to follow, and a lot of fun!
Glad to know that it helped! All the best for your Blender projects.
Great tutorial and just what I was looking for. I really appreciate the time you put into your tutorials.
Hint: I found that my atmosphere wasn't aligning with the planet's shading from certain angels so at 8:47 when you're setting up the material for the atmosphere with Layer Weight and Diffuse BSDF nodes, I added a Texture Coordinate node to the left and connected its "Object" output to the Normal input of those two nodes, then everything aligned - might help if anyone else finds this (Blender 3.4) . Again - thank you so much for all your tutorials!
Glad it helped! And thank you so much for sharing the tips - it might just help others as well. Great!
Oh my God, thank you so much I was struggling with that - I never would have thought of fixing it like that!😍
@@micah6861 Glad that helped you out! Can't wait to see your work!
really blew me away.
thank so much
Happy to help 😊
amazing tutorial bruhh
Thank you so much! Glad you liked it 💝
awesome!!
Thank you! Cheers!
Quite useful, thanks! Question: why are two Blur/Glare nodes needed for this to work properly?
Glad it helped! Two nodes are added just to create two layers of blur & glare with two different settings. You must have seen that painters often use multiple brushes with long hairs and short hairs for multiple effects for their painting. They seldom draw everything with a single brush. It is the same thing here. The more variations you add, the more realistic it looks.
Thank you, very good!
Looks really good, however when I try to use and HDRI or the material from your video for creating procedural starfields my planet shows through as Transparent and I can't figure out why - I followed this Tutorial and Appended the star field node setup from your video on that.
There is an easy solution for what you are trying to do. If you are familiar with "scene" in Blender, duplicate your scene using the Full Copy option. Now for the first scene, you can keep only the view layer and delete the atmosphere layer. For the duplicate scene, keep the atmosphere layer and delete the view layer. So effectively, you have moved the two layers into two separate scenes. Now for the view layer (scene 1) use the starfield world settings. For scene 2, use the default world settings. Now in the compositor, you have to just pickup scene 1 for the view layer (from the dropdown at the end of the view layer node) and similarly scene 2 for the atmosphere. Things will now work perfectly. I have tested this just now. If you are facing any difficulties, please let me know. If you need help on how to work with multiple scenes, this tutorial can help 👉 ruclips.net/video/r7_EItO-r-Y/видео.html (It is a tutorial on a different topic but it explains how to duplicate a scene, which is relevant for our case).
How you did it ? It has so many steps.
Practice 😊 You can do it too, soon!
You can click window
amazing dada!
I don't think you can move the adjacent UV's along their borders like that. They have to stay with their same border. You can only scale the uv's or reposition the entire map, the individual UV's can't be swapped around, it will break the continuity of the original map. Why not use the new "Quad sphere", will that work?
You are very correct. I moved them by mistake, I should have scaled them up to match with the boundary. That was simply a mistake as I was trying to complete it in a hurry 😧😧
love it!
10 points to Gryffindor!
Thank you for great tutorial, had some frustrating difficulties with the layer and compositing situation as i am not familiar with this,
i don't understand the layer process, i fi,nd it confusing, they do not appear on the composition render layers drop down menu
Hi, in short there are two types of layering. You can have multiple scenes, and you can have multiple layers or "view layers" within any single scene. By design scenes are supposed to hold unrelated composition which you'll probably join sequentially, and view layers are supposed to be related to each other, you can combine them one above the other to mix them. But technically you can do that mixing even with multiple scenes. Two layers within a scene share some properties while two scenes can have completely unrelated data. In the compositing editor, you get both the scenes and view layers in the render node. It is a strange if you cannot see them in the dropdown. Have you actually created multiple layers or multiple scenes? If your outliner shows multiple view layers but you can't see them in compositor, I would request you to send your blend file to us (5minblender@gmail.com) so that we can investigate it and suggest you accordingly.
hey @5 Minutes Blender I am using a star field as my background using noise texture but the star are showing through the atmosphere what to do ??
Good question. In this case, the atmosphere layer should have a transparent background, so that no background is captured. The star background should be present only for the planet layer. To do this, you need to use two different scenes. We have moved the atmosphere to a different layer (within the same scene). But you cannot control the transparency (Render properties > Film section > Transparent) for individual layers. Instead, if you move the atmosphere to a separate scene (which is like a different layer), you can set that as Transparent (or simply use the default background, no stars). Then in the compositor, you have to join them just as we did here. Everything remains same, just use "scenes" instead of "layers". If you are unsure about how to use scenes, you can take some clues from here 👉 ruclips.net/video/r7_EItO-r-Y/видео.html
@@5MinutesBlender thank you
please help me i can't find the node :''alpha over''
It is under Compositor > Add > Color > Mix > Alpha Over.
Is it in 3d? can i rotate it and can see every single side? By the way you got a sub
Yes, this is in 3D. You can rotate the planet and look at the other side too 😃 Thanks for the sub 💝
@@5MinutesBlender thanks to you too 😀
why is the edge on my atmosphere so sharp and your is so soft how do i fix it
Hi, the softness of the edge is coming from the Blur nodes & the Glare nodes that we have added in the Compositor. You can check from 9:44 onward in this tutorial for the necessary settings. Please let me know if you have any further question, or if it does not work for you.
@@5MinutesBlender I had this same problem, I had all the same settings as you. I think what I did wrong was when you created the sphere for the Atmosphere and scaled it - you scaled it by 1.01 - so it is basically exactly the same size... I scaled it just by scaling it up a small amount but which was was a lot bigger than the planet - I think that is where my hard edge was coming from.
Is it just me or are nodes insanely complex to try and figure out?
It happens when you are new to Blender shader or compositor. But with time, things will become more familiar and easy for you. I have walked that road, so I can assure you on that!
@@5MinutesBlender Thanks. I'll keep at it.
how to rotate planet
Hi Anirudh, you can rotate a planet by changing its rotation transformation value, and keyframing the same. It is like how to rotate any object, nothing different. And just in case I did not understand your question correctly, I'd request you to kindly clarify it for me.
why is the atmosphere not translucent when I render on eevee
Hi, did you mix atmosphere material with a transparent BSDF and enabled the Alpha Blend mode as shown in the tutorial?
why am i not able to import picture :(
Is the problem now solved?
not really, I gave up after sometime lol. The texture keeps taking up the space instead of being on the planet@@5MinutesBlender
Why u use 2 layers instead of just 1?
We are adding after-effects like Blur and Glare on the atmosphere, but not on the actual planet. Hence, we need to keep them on two separate layers, joining them back in the compositor. If we keep both of them in one single layer, the Blur and Glare effects will ruin the planet. You can experiment on this and find out if there is another way!
hard to understand
Sorry to hear about that. If you have started with Blender relatively recently, I suggest you to model some easy objects in the beginning before trying out complex things (There are some easy models in my channel for beginners, otherwise you can find plenty of these over the net).