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- [Martin] Hey everyone,
Martin here for cgboost.com

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and in this short video,
part of the quick tip series

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we are going to have a look

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at constructing something very handy

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for your environment shots,
a starry night sky element.

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I mean, you could just download an image

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or shoot a night sky shot

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and that can work very well in day shots

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but once you start searching
for night sky elements,

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you will usually find out

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that they are grainy or blurry,

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usually unusable for 3D
purposes, which means yes,

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we shall make our own
starry sky from scratch,

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using just shader nodes

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and layer on top of it,

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various elements from a soft glow

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to animated clouds and
of course, the moon.

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In the end, you'll be
able to put it into any

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of your night scenes

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to serve as a backdrop

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that you can easily adjust and animate.

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This video is, by the
way, closely connected

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to my master 3D environments
course in Blender

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where you will learn, for example,

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how to make deserts, mountains,

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highlands, oceans, 3D clouds,

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weather elements and more.

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For a few weeks still,

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this course will be in early access stage

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with discounted prices.

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So yeah, check it out if
I peaked your interest.

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Let's start this lesson by making a sphere

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to serve as our sky dome.

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Make it a rather large
one, like 1,000 meters,

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which you can set here.

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Once you do, however,

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it's best to raise the
view clipping in here

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to not have your viewport cutted off.

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Apply the scale.

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It's usually a good practice,

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especially when you plan

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on doing some texture mapping node work,

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which we are.

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And since I'm not
planning to use the sphere

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as my environment,

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rather as a 2D background for my scene,

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I will, in fact, delete most of it

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and use just this half sphere,

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which you should do that this point

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for later use in your own scenes

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is deactivating the
shadows of this object.

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I mean, if you make a really
large sphere, like this,

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it will, of course, cast a shadow,

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obstructing parts of your terrain.

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So to avoid this, right off the bat,

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we need to go down here

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and uncheck the shadow and ray visibility.

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That is if you're in cycles.

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If, like us, you will
construct the sky for EEVEE,

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and let's switch, in fact,

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you will need to create a new material

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and down here change
this shadow mode to none.

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With this done, name it Sky Dome,

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make its shading smooth by right clicking

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and choosing it here

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and also, you can hit Control + 2

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to add more subdivisions to it.

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All right, and with that,

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we are ready to map some
starry sky onto this image.

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So first, let's start
working on our material here.

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Open up the shader editor

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and start plugging stuff
into this color socket.

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To start off, it's going to
be this noise texture node.

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And we can also fly inside of our sphere

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to see it better.

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If you activate the Node Wrangler add-on,

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which I'm sure you know is
among your built-in add-ons,

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you just need to activate
it in Preferences

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and I don't even know why, at this point,

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when clearly everybody is using it,

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it's still not active by default.

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But anyway, with it active,

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you can just press Control
+ T with the noise selected

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and you get this coordinate mapping setup.

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And in here, just leave everything as is.

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To be honest, you didn't
even need to add it in

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because Blender uses these
generated coordinates by default,

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anytime you don't plug anything
into this vector socket.

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But I wanted you to know
the Control + T shortcut.

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And you can also already jump
into the render preview mode

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and you can see something is happening.

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It just doesn't look like stars.

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But we'll work on that right now.

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To achieve the starry sky backdrop,

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set it to about 1,000 in scale

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and detail of six or more

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and leave the rest as is.

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Now, let's see, you have
this typical color noise,

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which we don't really want.

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Instead, we want to make it stars.

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So first logical step would be to get rid

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of the colors.

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You can simply do that

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by adding the trusty companion

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to all shader editor edits,

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the color ramp node.

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Now, when you adjust
the endpoints like this,

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well, well, well, right away,

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we have some nice-looking stars.

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They are dim but when you plug them

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into the emission shader as well,

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they start emitting.

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That was easier than you thought, right?

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I settled at the values of
0.65 for the black point

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and 0.7 to 75 for the white point,

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depending on how bright
you want your stars to be.

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Okay, let's select the nodes,

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hit Control + J to frame them

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and name the frame here
in the sidebar menu Stars.

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You can even change the
color and the size here.

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So that's the starry field

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and next up comes the
bottom edge light glow.

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The node you can use to
create a gradient seeping

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from below onto your starry field

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is this gradient texture.

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Let's, in fact, unplug
the starry field first

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to not see it, and plug in this
gradient texture by itself.

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First, into the color and
then into the emission.

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And here's a little trick.

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If you hold down Shift and
right mouse button drag,

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you create this reroute node

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and now, let's drive our
connections from this point.

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The advantage of this

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is next time we want to plug something

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into these two sockets,

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you don't have to plug it in twice

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but instead, you only plug it here.

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Saving time like a pro.

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Okay, back to the gradient texture.

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By default, you can see it's positioned

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from +x to -x going from
white color to black.

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I found the gradient to be kinda hard.

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So in fact, let's switch to
this quadratic one first.

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Second, I want it to come from below,

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not from the side.

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So for that, let's hit
that Control + T shortcut

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and this time, we will use it.

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By the way, leaving the coordinate method

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to generate it has one advantage.

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And that is if you later
start scaling your sky dome,

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the texture will stay the same.

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So now for it to shine from below,

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we just need to rotate
the y-axis -90 degrees

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and push it on x-axis
until we see some result.

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And you may need to hold down Shift

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when manipulating with this x value

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because it gets very sensitive.

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Now would be a proper time

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to add a camera to our shot.

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So let's add one.

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Position it wherever you want it.

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Raise the end clipping, of course,

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to avoid far distance
clipping of our sky dome

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and set up any resolution you want.

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I will use the cinematic 21:9 aspect ratio

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and a fairly wide lens.

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And now with the better
idea of the final shot,

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you can play around with
the mapping a bit more,

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even with the x value.

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A very fast way to control
the color of this glow

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is to simply add a mix RGB node here

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and make it a color
method with vector one.

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Now you can just play with the color here,

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making it slightly bluish,

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or any other color you want really.

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Finally, we want to blend
it with the starry field.

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So for that, you can, in fact,
add one more mix RGB node

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and leave it to mix.

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Plug the stars to the first socket,

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the globe to the second socket

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and here we go.

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And by the way, if at this point,

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the globe is too soft
at the edges for you,

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you can always add a curves node here

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to raise the intensity for the midpoint,

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low points or high points

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or make it more contrasty.

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A really handy node this one.

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You can also rotate
this on y somewhat more

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to make it coming more

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from one side or the other.

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Frame this network and
call it Glow Bottom.

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This one can function as anything really.

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For example, an atmosphere layer

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or a dimmed glow of the coming dawn.

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Next up, we can start adding the moon.

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I have found that by
far the easiest solution

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is to just use an image texture

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and stick it onto your sky dome.

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So you can search for a CC0
transparent moon texture,

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download it and just import it

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with this image as planes add-on.

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Another one of those indispensable add-ons

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that should be active by default.

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So once you add it in,

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make it larger and stick it onto your sky

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with the snapping options activated.

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Hit Center and Align Rotation

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and then just move the
plane across the dome

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while holding Control.

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Place it where you want the moon to be

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and in the shader editor,

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plug it into the emission as well.

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To control the color of the moon,

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you can again add the color mix node

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with a similar color as
we used for the glow,

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only you don't have to make it as intense

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in the factor here.

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If you want the emission to be controlled

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by this color mix too,

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just plug this output into it.

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Also, you can adjust the emission

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if you plug in a curves node

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in between the mix node

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and the emission socket.

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It's, in fact, better if
you raise the dark point

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and bring down the highlights

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so that the emission more evenly spreads

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across the moon.

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Cool and you know what will
make it even more cool?

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Activating the bloom option
in Eevee Render settings.

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I ended up with this settings

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of 0.6 in the threshold, larger intensity

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and bluish color.

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Now, to ensure the moon
sticks to the surface

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of our sky dome,

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you can first parent it to the object,

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and then you can also add
the shrink wrap modifier

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with default settings,

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make the target our sky dome

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and you can also add a bit of offset

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so that the moon never
intersects through the sky dome.

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Very nice, but the moon is
missing a bit more glow to it.

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So that's what we'll do next.

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The moon glow we could
create in many ways.

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For example, by sticking in
a spherical gradient image

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behind the moon image plane

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but I wanted it to be part

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of my sky dome material.

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So instead, I duplicated
the bottom glow network

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and reused it to make a moon glow.

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So first off, let's plug it in by itself

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and change the gradient
type to be spherical.

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Then it will be just a matter
of scaling down the glow

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and positioning it here

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so that it's where the moon is.

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Before we do that, however,

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we can change this
mapping type to texture.

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Without going too deep into
how the texture type differs

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from point type, what's important now

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is that if you want to
make your texture smaller,

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in point type, you would have to go up

263
00:10:55,430 --> 00:10:56,540
with the scale

264
00:10:56,540 --> 00:10:57,650
while in texture type,

265
00:10:57,650 --> 00:11:00,570
you can input numbers smaller than one,

266
00:11:00,570 --> 00:11:03,170
which at least to me
always makes more sense,

267
00:11:03,170 --> 00:11:06,400
especially if I want to
experiment with placement.

268
00:11:06,400 --> 00:11:08,730
So after a bit of playing
around with the scaling

269
00:11:08,730 --> 00:11:11,960
and positioning, I
arrived at these numbers.

270
00:11:11,960 --> 00:11:14,916
This is, of course, not the
most user-friendly solution.

271
00:11:14,916 --> 00:11:19,916
The glow is traveling over
a sphere kinda unreliably

272
00:11:20,140 --> 00:11:22,120
but you can do that.

273
00:11:22,120 --> 00:11:24,760
And mind you, the numbers
here will, of course,

274
00:11:24,760 --> 00:11:27,270
depend on the position of your sky dome

275
00:11:27,270 --> 00:11:29,870
of the camera and also
where you want the moon

276
00:11:29,870 --> 00:11:31,270
to be in the shot.

277
00:11:31,270 --> 00:11:33,130
And if you find a better
solution for this,

278
00:11:33,130 --> 00:11:35,250
definitely let me know in the comments.

279
00:11:35,250 --> 00:11:37,450
Next up, there's the color node.

280
00:11:37,450 --> 00:11:39,730
I left it at about 0.5.

281
00:11:39,730 --> 00:11:42,120
I did not want it to be too colorful

282
00:11:42,120 --> 00:11:46,020
and finally, I plugged it
in with a very low factor

283
00:11:46,020 --> 00:11:47,940
and mix blending type.

284
00:11:47,940 --> 00:11:50,550
However, this glow wasn't
good enough for me.

285
00:11:50,550 --> 00:11:52,850
I want it to have a larger outside glow

286
00:11:52,850 --> 00:11:54,810
and smaller inside glow.

287
00:11:54,810 --> 00:11:57,490
For that, fortunately,
there is an easier solution.

288
00:11:57,490 --> 00:12:00,090
You just use this glow texture twice.

289
00:12:00,090 --> 00:12:03,870
Before we do that, however,
let's frame this new network.

290
00:12:03,870 --> 00:12:06,050
And then duplicate this color node

291
00:12:07,530 --> 00:12:09,690
and also, duplicate the mix node

292
00:12:09,690 --> 00:12:12,490
and plug it behind the first one.

293
00:12:12,490 --> 00:12:14,570
Finally, plug the new color node

294
00:12:14,570 --> 00:12:16,033
into this new mix node.

295
00:12:17,150 --> 00:12:19,480
Okay, that just blended
in the very same glow

296
00:12:19,480 --> 00:12:21,030
as the previous one.

297
00:12:21,030 --> 00:12:23,120
Only making it more intense.

298
00:12:23,120 --> 00:12:25,510
However, a node that will allow us

299
00:12:25,510 --> 00:12:26,820
to play around with the shape

300
00:12:26,820 --> 00:12:30,140
of the second glow is
again this curves node.

301
00:12:30,140 --> 00:12:32,670
By making a contrast curve like this,

302
00:12:32,670 --> 00:12:35,130
I was able to bring down
the less-intense parts

303
00:12:35,130 --> 00:12:37,560
of the glow and bring up the highlights,

304
00:12:37,560 --> 00:12:39,770
making a smaller, more intense shape

305
00:12:39,770 --> 00:12:40,970
in the center of it.

306
00:12:40,970 --> 00:12:43,380
Then just edit the factors up here,

307
00:12:43,380 --> 00:12:45,830
blending them until you like the result

308
00:12:45,830 --> 00:12:47,750
and you can also play
around with the color

309
00:12:47,750 --> 00:12:49,633
of the two glows here, of course.

310
00:12:51,653 --> 00:12:53,600
Very good, this is getting us somewhere.

311
00:12:53,600 --> 00:12:55,610
Final layer of detail we'll add

312
00:12:55,610 --> 00:12:57,433
are going to be these clouds.

313
00:12:58,487 --> 00:13:02,550
For that, we'll use a
noise texture, a 3D type.

314
00:13:02,550 --> 00:13:06,530
So again, plug this in
here for now by itself.

315
00:13:06,530 --> 00:13:09,750
Scale of four and we can
make it quite detailed

316
00:13:09,750 --> 00:13:11,550
and a level of 12.

317
00:13:11,550 --> 00:13:14,130
Also add a bit of distortion.

318
00:13:14,130 --> 00:13:15,810
Next, bring in a color ramp

319
00:13:15,810 --> 00:13:17,670
to be able to make it black and white.

320
00:13:17,670 --> 00:13:19,910
And increase the contrast like this

321
00:13:19,910 --> 00:13:21,960
by bringing the two points together.

322
00:13:21,960 --> 00:13:24,300
0.45 for black point

323
00:13:24,300 --> 00:13:28,850
and 0.55 for white
point looks about right.

324
00:13:28,850 --> 00:13:30,540
To plug it into our network,

325
00:13:30,540 --> 00:13:31,940
bring in a mix node

326
00:13:31,940 --> 00:13:33,960
and plug our last mix output

327
00:13:33,960 --> 00:13:35,480
into the first socket

328
00:13:35,480 --> 00:13:38,350
and for now, let's leave
the second one empty,

329
00:13:38,350 --> 00:13:40,660
making the cloud white for a while

330
00:13:40,660 --> 00:13:43,410
because now we're making
only the shape of the clouds.

331
00:13:43,410 --> 00:13:45,600
So we will plug this noise texture

332
00:13:45,600 --> 00:13:46,700
into the factor.

333
00:13:46,700 --> 00:13:48,810
That essentially mixes in the white color

334
00:13:48,810 --> 00:13:52,090
to the spots defined
by this cloud network.

335
00:13:52,090 --> 00:13:54,250
Now we can see the cloud shape clearly

336
00:13:54,250 --> 00:13:56,460
but of course, we don't
want it to be this white.

337
00:13:56,460 --> 00:13:58,360
Before we solve the color though,

338
00:13:58,360 --> 00:14:00,670
let's figure out the mapping.

339
00:14:00,670 --> 00:14:02,710
With Control + T, add the mapping network

340
00:14:02,710 --> 00:14:04,680
to the texture but this time,

341
00:14:04,680 --> 00:14:08,040
we'll choose this object
method to drive our mapping.

342
00:14:08,040 --> 00:14:11,090
However, we will not
use the sky dome itself

343
00:14:11,090 --> 00:14:13,330
but rather, let's add a new empty

344
00:14:13,330 --> 00:14:16,760
and choose it down here
in the object picker.

345
00:14:16,760 --> 00:14:18,290
It's now very, very small

346
00:14:18,290 --> 00:14:20,800
but if we scale it to
the scale of our sky,

347
00:14:20,800 --> 00:14:22,670
which was 1,000,

348
00:14:22,670 --> 00:14:25,270
the clouds became the right size.

349
00:14:25,270 --> 00:14:27,330
And you can even change
the type of the empty

350
00:14:27,330 --> 00:14:29,470
to be sphere.

351
00:14:29,470 --> 00:14:31,110
Having a helper object like this

352
00:14:31,110 --> 00:14:33,490
is a great method to have direct control

353
00:14:33,490 --> 00:14:35,380
over the positioning, rotation

354
00:14:35,380 --> 00:14:37,020
and scale of your textures,

355
00:14:37,020 --> 00:14:39,390
especially textures you want to animate,

356
00:14:39,390 --> 00:14:40,470
like these clouds.

357
00:14:40,470 --> 00:14:42,760
If now you want to make them move,

358
00:14:42,760 --> 00:14:44,560
you can simply keyframe the empty,

359
00:14:44,560 --> 00:14:48,480
rotate it or move it,
whatever looks best for you.

360
00:14:48,480 --> 00:14:50,410
Now, there's a small downside to this

361
00:14:50,410 --> 00:14:52,750
because when you scale your sky dome,

362
00:14:52,750 --> 00:14:54,910
the clouds will not scale with it.

363
00:14:54,910 --> 00:14:57,180
For that, there's a simple solution.

364
00:14:57,180 --> 00:14:59,367
Just parent the empty to the sky dome.

365
00:14:59,367 --> 00:15:00,590
See?

366
00:15:00,590 --> 00:15:01,473
All good now.

367
00:15:02,690 --> 00:15:05,440
Okay, it's time to adjust
the color of our clouds.

368
00:15:05,440 --> 00:15:08,460
I mean, I don't want to make
anything elaborate here.

369
00:15:08,460 --> 00:15:10,620
Basically just make the clouds darker

370
00:15:10,620 --> 00:15:12,780
with a brighter spot around here

371
00:15:12,780 --> 00:15:14,370
where the glow of the moon is.

372
00:15:14,370 --> 00:15:17,810
And since we already have this
glow position figured out,

373
00:15:17,810 --> 00:15:21,150
you can just duplicate this
network and push it here.

374
00:15:21,150 --> 00:15:22,040
To see it better,

375
00:15:22,040 --> 00:15:24,263
let's again plug it in by itself.

376
00:15:25,880 --> 00:15:27,660
You can change the type here

377
00:15:27,660 --> 00:15:29,990
to be this quadratic sphere

378
00:15:29,990 --> 00:15:33,120
because that one gives you
a smoother glow gradient

379
00:15:33,120 --> 00:15:35,890
rather than the sharper sphere type.

380
00:15:35,890 --> 00:15:38,090
Then just play around with
the mapping node again

381
00:15:38,090 --> 00:15:40,950
until you find a proper
position for the glow

382
00:15:40,950 --> 00:15:43,450
to be around this point where the moon is.

383
00:15:43,450 --> 00:15:46,520
You can also plug in our
favorite color ramp node

384
00:15:46,520 --> 00:15:49,620
but this time, we can use
it to color the thing.

385
00:15:49,620 --> 00:15:52,250
By adding a dark blue to the darkest point

386
00:15:52,250 --> 00:15:54,590
and soft blue to the brightest points,

387
00:15:54,590 --> 00:15:57,930
you can color it in a much
more believable fashion.

388
00:15:57,930 --> 00:15:59,860
Like this, for example.

389
00:15:59,860 --> 00:16:02,350
Now we want to use it
in this cloud structure.

390
00:16:02,350 --> 00:16:04,830
So instead of the plain white color,

391
00:16:04,830 --> 00:16:07,470
plug in this color ramp
into the second socket

392
00:16:07,470 --> 00:16:11,528
and voila, we have achieved
much better looking clouds.

393
00:16:11,528 --> 00:16:14,560
And now you have this
good looking sky dome

394
00:16:14,560 --> 00:16:16,650
that you can easily scale, rotate

395
00:16:16,650 --> 00:16:18,007
and pan around with your camera,

396
00:16:18,007 --> 00:16:20,530
appending it to your night scenes.

397
00:16:20,530 --> 00:16:22,320
Of course, this whole shading network

398
00:16:22,320 --> 00:16:24,380
could be made much more elaborate,

399
00:16:24,380 --> 00:16:26,070
adding more structure to the clouds

400
00:16:26,070 --> 00:16:28,490
and overlaying even more elements.

401
00:16:28,490 --> 00:16:31,720
However, I wanted this
tip to be short and easy.

402
00:16:31,720 --> 00:16:33,697
So that's where I'll leave it.

403
00:16:33,697 --> 00:16:36,220
If you watch the previous video I've made,

404
00:16:36,220 --> 00:16:38,100
focusing on weather effects,

405
00:16:38,100 --> 00:16:39,830
you can, of course, add in, for example,

406
00:16:39,830 --> 00:16:41,830
a falling snow simulation

407
00:16:41,830 --> 00:16:43,170
and with a bit of work

408
00:16:43,170 --> 00:16:44,940
and building a few other elements,

409
00:16:44,940 --> 00:16:48,619
create a simple, yet good
looking real-time scene in Eevee.

410
00:16:48,619 --> 00:16:49,670
And of course,

411
00:16:49,670 --> 00:16:52,240
if you want to make some
more advanced environments,

412
00:16:52,240 --> 00:16:55,800
you can join my master 3D
environments in Blender course.

413
00:16:55,800 --> 00:16:58,531
There I'll guide you through
all the important steps.

414
00:16:58,531 --> 00:17:00,900
And with that, I thank you for watching

415
00:17:00,900 --> 00:17:01,970
and see you next time

416
00:17:01,970 --> 00:17:04,830
in some of my other
videos here at CG Boost

417
00:17:04,830 --> 00:17:07,030
or at my personal YouTube channel.

418
00:17:07,030 --> 00:17:08,960
Links are in the description.

419
00:17:08,960 --> 00:17:10,760
Stay creative, my friends.

420
00:17:10,760 --> 00:17:11,962
Martin out.


