hi guys welcome to my channel I'm Chong today I'm
going to share with you how to create a Sci-Fi scene using Blender 3.6 geometry nodes alright
so let me walk you through what we are going to do in this video first we'll start by creating
the mountain using geometry nodes next we'll add gradient color and star to the sky then we'll
add nebula to the sky as well after that we'll add Planet lastly we'll include a small character
to complete the scene okay so without further Ado let's get star
ted so select the camera and
the light and delete them for now select the cube rename it Mountain go to Geometry node tab
add a new geometry node then let's add a grid connect it to group output let's delete
the group input we don't need it for now let's turn on the wireframe so that we can
see the segment then let's make it bigger let's increase the vertices to 500 maybe by the way instead of straight away put
a high amount of vertices here I want to make it less vertices in the 3D viewpor
t
and more vertices in the final render later so to do it let's add an Is
viewport node then add a switch node set it to float connect the viewport node to
switch connect the output to vertices X and Y then I want to set 70 vertices for
the grid that show in the viewport and I want to set 500 vertices for
the grid that show in the final render zoom out to see the grid when we zoom out we can
see part of the grid is disappeared the reason is because our grid is too big so to fix this in
a
3D Viewport press N to toggle the side panel then go to view tab at the Clip End here increase
the value to 3000 Maybe okay now we solve it okay now to shape the mountain we need to move certain
points upward so to do that we need a set position add a position node connect it to position
by doing this we get a position of all the points on the grid then let's add a vector math
node then add a noise texture connect the color to Vector math then we only want the point to
move toward z-axis so
let's add a combine XYZ then let's set this to 4D then
start to play around with this value then let's add the math node set it to multiply let's multiply 40
maybe okay now we can see the texture and now let's frame all this
node name it noise displacement next we need to choose the specific section of the
grid that will form the mountain so I'm going to use icosphere as a controller to choose the part I
want so to do that we can either add an Ico sphere in the 3D viewport and bring it int
o the node
editor or we can add a sphere straight in the node editor so in this video I will straight away
edit in the node editor so let's add an Ico sphere then to see the sphere in the 3D
viewport let's hold shift Ctrl and right click and drag it to
the node before the group output let's scale up the sphere to 100 meter
Maybe we can add more subdivision as well then we need a geometry proximity to let the
sphere affect the position of the point then we also need to get the distance betw
een the sphere
and the position of all the points on the grid then add a position node connect it to
distance then we need to add a map range here connect the distance to From Max
then we need to untick the clamp and here hold shift right click and drag
to tie this up then add a transform node we need to move up the sphere
to see the result the closer the sphere is to the grid the
higher the mountain will be scale it shorter you can
scale it to the shape you want we can also add an RGB cu
rve
here to make it much more nicer then we can disconnect this for now let's Frame 2 of this node and name it
Mountain 1 next I want to add a few more mountains so to do that it's really simple just
duplicate the mountain 1 rename it Mountain 2 then we need a join geometry connect them together and now two of these mountains are
overlapping together let's move this to left and move this to right I want to make this mountain slightly taller we can also scale this mountain wider let's add the
third Mountain by duplicating this
rename it Mountain 3 connect it to Join geometry let's put this mountain at the center and
move it backward then I want it to be shorter I think we can also add more segments to the mountain so that it looks nicer so
let's add a subdivision after the grid okay now we have done the mountain next we
can start to add lighting material and camera so let's turn the render engine to Cycles
device to GPU then let's add an aerial light turn off the wireframe then
we need to move it higher scale it bigger turn on the render preview mode let's make it
brighter and increase it to 10 megawatts maybe let's put it behind the mountain slightly rotate it I think we can scale the light slightly
bigger to make the shadow softer okay now we can start to add material for this
mountain so select the mountain go to material tab rename this mountain in the geometry node
go to the group output add a set material then select Mountain go to the Shader editor press
h
ome button to see the node then later we need to add displacement to the Mountain Shader so before
we do that at the material tab go to setting and make sure we choose displacement and bump
for the displacement method then in the Shader editor add the voronoise texture to visualize the
node we can hold Ctrl shift and select the node then I want to change this to 4D for this one
I want to use F2 and change this to Manhattan and now I also want to use the object coordinate
so with the Voronoi
texture selected press Ctrl T delete the mapping we don't need it for
now then connect the object to vector let's scale down the texture to one alright so this texture here is
going to be the base texture but I do want to make this texture much
more organic and random and I want to add more noise and more detail
so now let's add the noise texture hold shift Ctrl and select it to visualize
it now I want to make the noise texture much more detailed so let's turn the scale
to 4 maybe and the
n I'm also going to turn the detail all the way up to the
max which is 15. now I'm going to make the noise texture distort the placement of
the Voronoi so let's add a mix color node connect the noise texture to the mix color
node then hold shift Ctrl and select the Voronoise texture to see the result I
think we can change this to linear light let's put 0.1 for the factor I also want to
add this noise texture into the actual color so let's add another mix color note connect the noise texture
to the mix
node let's put 0.3 for the factor connect this to base color connect this to surface I want this texture to affect the roughness as
well I think we don't need it for the base color now the effect is not obvious enough
let's add a color ramp to improve it and I also want the texture to affect the
bump and displacement let's add a bump node connect it to normal then I also want
to use the texture for displacement connect it to displacement it might not appear to
be very detailed
in the viewport but when you do the final render it will be a lot better for
the base color I think we can make it darker next we can start to add Sky color with the star
so to do it switch this from object to world add the color Ram add the gradient texture select the
gradient texture and press Ctrl t then we only want the gradient
to go Z-Axis direction so before we go ahead to adjust the
gradient color let's add the camera then in the 3D viewport press numpad0 to see the
camera view go
to camera properties tab change the focal length to 30 make it wide angle let's
increase the clip end to 10 000 maybe then I want this artwork to be rendered in a portrait
view so let's go to Output properties tab okay now we can start to put color for the sky let's decrease the light size
to 2.5 maybe to make the Shadow Harder and increase the power to 30 megawatts okay next we can start to add the star on
the sky so before we do anything let's group all these nodes name it Sky gradient
th
en we need to add and add Shader duplicate all these nodes rename it
star then connect it to Add Shader let's reset all these values back to default we can delete two of these nodes we don't
need them anymore add a Voronoi texture connect the distance to color Ram
now we need to make the edge of all this dot sharper and we need to make it
smaller so let's turn this to white color make it really small and now if we zoom in we can't see anything so
let's try to increase the texture scale high
er okay now we can see the star okay
now I want to add this nebula so let's turn off the render preview add
the cube rename it nebula scale it bigger put this slightly behind the mountain turn on the render preview again in
the shadow editor let's switch this back to object add a new material name it nebula then in a 3D viewport press numpad0 to back
to the camera view press home button to see the note delete this principle node then add a
principal volume instead connect it to the volume t
hen we need a gradient texture change this to spherical then select
the gradient texture and press Ctrl t connect the object to vector
change the mapping tab to texture then let's frame this node and name it
base shape then we need a noise texture and a color ramp to be able to control it then we need a math node with multiply
so that we can control the strength then I'm going to duplicate this math node
and I'm going to subtract it from our base and now we can see the edge of
the nebula i
s kind of too simple so let's try to increase the
detail and the roughness here and then we can try to increase the strength
as well so let's try to multiply 3 Maybe it is disappear so let's play
around with the color Ram okay now let's frame three of this node name it Nebula Edge then let's
duplicate three of this node rename it nebula texture then duplicate 2 of these node connect this mapping to the noise texture and
now I want to combine two of this node together so let's duplicate this
math
node again set it to multiply connect the nebula texture to the multiply back to the nebula texture again let's try to
play with this color Ram to get what we want messing around with this noise texture as well let's add another noise texture
here press Alt P to unframe it connect the factor to the vector instead
of color play around with this value again then I also want to add color to the nebula
as well currently it's look like cloud so to do that let's select this multiply
and ho
ld shift d to duplicate it connect the subtract to multiply then to
add a color we need a colored ramp connect the Color Ramp to the base
color then try to add the color you want then try to multiply 1 maybe let's add a divide here so that we can control the density divide
200 maybe you don't have to follow me you can put any value you want to get a different
result I want to add a hue and saturation put 1.2 for the saturation
maybe increase the value to 2. I think we can lower the value of
the
Divide here so that it's not obvious okay next we can start to create this planet
so let's add a sphere rename it planet make it bigger put it behind the mountain right click and set stretch move
add a new material namely planet then add a Musgrave texture connect
the height to the base color set the roughness to 1 we don't want to have
reflection set this to regard multi-factor decrease the dimension to 0.3 Maybe increase this
to 51 Maybe so now we get the rocky crack texture then pr
ess Ctrl T to bring in the mapping
texture now we need to distort the texture to make it looks more realistic
so duplicate this Musgrave texture press Ctrl T again add a mix color note then we can connect the
height to the mix color node I'm going to scale down the texture to around
0.8 maybe so now we have a large detail and small detail then we can add the color
Ram so that we can add some color onto it you can put any color you want and now I want to add a layer of atmosphere to
the pla
net so to do it let's add a mix color note I'm going to switch this to add you can
add the atmosphere color you want at the color B here but I'm going to leave
it like this then add a layer weight then we need a math node set it to divide divide two
and plug it into the factor then we can add a color Ram to further control it to make it looks better I think we can
also connect this color Ram to the emission then next I want to add this small character to
the scene so I have already included
a download link in the description below please check it and
follow along the video import it into the blender turn off the render preview for now and turn
on the wireframe so now we can see this model is really high poly and we don't need it to be
so detailed so let's try to reduce the polygon let's decrease the ratio to 2.05 okay now it's a lot better
let's apply the modifier let's scale this smaller press
numpad 7 to see the top view hide the nebula for now move the character to somewhe
re here let's rotate it a little bit press numpad0 again to see the
camera view turn off the wireframe turn on the render preview and
now we can add a material for it let's simply add an orange color
for it turn on the nebula again and now we've done it so if you like my video please subscribe and see
you in the next video bye!
Comments
A very well done tutorial with beautiful results! Love that planet texture! ❤❤❤
Always amazed by ur genius idea and explanation in detail! looking forward to more tutorials with simulation nodes.
I am new to Blender and your channel. This is a great tutorial. I really appreciate your detailed explanation.
TKS NICE JOB
nice tutorial bro. really creative UCkszU2WH9gy1mb0dV-11UJg/HvgfY93GEYmqvwLUuYDwAQUCkszU2WH9gy1mb0dV-11UJg/HvgfY93GEYmqvwLUuYDwAQ
Awesome I wish I were as confident in understanding how to process Geometry Nodes and Shader Graph details. This just shows the powerful tools at our disposal.
Good job Thanks
So easy!!! lol! You rock!
Chong, that was beautiful, thanks :)
I really enjoyed the video. It was very helpful and clear.
Beautifull, thank you.
Thankyou for this tutorial!!
I might've missed a step or something, but after unticking the "CLAMP" my grid is not affected
It is all great and thank you Chong 3D for the tutorial! But for those who want to replicate it in Blender 3.6.1 beware of some issues. This specific way to connect IcoSphere to SetPos node by Shift+Ctrl+RightClick drag (around 4 min mark on the video) will not work?! Manually finding Joint Geometry will do the job. Anybody knows what happened to Shift+Ctrl+RightClick drag method or it is my local glitch?
❤❤
Chong where you at!!!
Hello Blendartists, The galaxy volume is shown on viewport but not from camera view(neither when i hit f12), do i miss something?
UCkszU2WH9gy1mb0dV-11UJg/hf90Xv-jHeOR8gSxxrToBA
💔 Promo sm