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Blender3D 3.6 - How to Create Sci-Fi space exploration scene using Geometry Nodes

Hi guys, in this video, I am going to share with you, how to create Sci-Fi Scene using Geometry Nodes in Blender 3.6. Below is the Blender file for this project. Hope you enjoy the video! Thanks! Project Files: https://chong3d.gumroad.com/l/wodah Astronaut 3D file: https://www.cgtrader.com/free-3d-print-models/miniatures/figurines/2001-space-odyssey-astronaut Insta: instagram.com/chong_3d/ 0:00 Intro 0:33 Create Mountain 7:25 Add Material | Lighting | Camera 12:19 Add Sky color 14:09 Add Stars 15:31 Add Nebula 20:57 Planet 23:45 Add Astronaut

Chong 3D

7 months ago

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

@MarkCorder

A very well done tutorial with beautiful results! Love that planet texture! ❤❤❤

@hoilumng8242

Always amazed by ur genius idea and explanation in detail! looking forward to more tutorials with simulation nodes.

@rogergaborski

I am new to Blender and your channel. This is a great tutorial. I really appreciate your detailed explanation.

@hilaindie

TKS NICE JOB

@user-dm5jk2dx9t

nice tutorial bro. really creative UCkszU2WH9gy1mb0dV-11UJg/HvgfY93GEYmqvwLUuYDwAQUCkszU2WH9gy1mb0dV-11UJg/HvgfY93GEYmqvwLUuYDwAQ

@juleswombat5309

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.

@carloalbertogarofal

Good job Thanks

@anthonylosego

So easy!!! lol! You rock!

@ginescap

Chong, that was beautiful, thanks :)

@lekien992

I really enjoyed the video. It was very helpful and clear.

@nicolanarracci

Beautifull, thank you.

@amoghagrawal1

Thankyou for this tutorial!!

@mo7sin711

I might've missed a step or something, but after unticking the "CLAMP" my grid is not affected

@ojisan4220

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?

@omni5686

Chong where you at!!!

@arsenart648

Hello Blendartists, The galaxy volume is shown on viewport but not from camera view(neither when i hit f12), do i miss something?

@user-fj2ot1qk5h

UCkszU2WH9gy1mb0dV-11UJg/hf90Xv-jHeOR8gSxxrToBA

@svenjabenn4879

💔 Promo sm