| Introduction If the Blender user does not wish to use a skybox or HDR background, then the user must create a daytime background in the Node Editor. This is a node setup for a Nishita Sky at sunrise/sunset, with a procedural mountain and cloud background. This can be tweaked for different times of day.
 
 There are three main node trees:
 - Clouds
 - Mountains
 - Mountain Shader (optional)
 
 Blender Version:
 Blender 4.1.1.
 
 --------
 
 STEPS
 Shift+A:
 - Input -> Texture Coordinate x5
 - Shader -> Mix x3
 - Shader -> Background x2
 - Shader -> Volume Absorption
 - Texture -> Noise x3
 - Texture -> Image x2
 - Texture -> Sky
 - Texture -> Gradient x2
 - Converter -> Color Ramp x3
 - Converter -> Math x2
 - Color -> Mix
 - Vector -> Mapping x5
 
 
 CLOUDS
 Texture Coordinate 1
 - Generate output -> Mapping 1 Vector input
 
 Mapping 1
 Vector output -> Noise Texture 1 Vector input
 
 Noise Texture 1
 - Factor output -> Color Ramp 1 input
 - Scale: 2.200
 - Detail: 15
 - Roughness: 0.700
 
 Color Ramp 1
 - Color output -> Volume Absorption Color input
 - Color output -> Background 1 Color input
 - Black: 0.500
 - White: 0.550 -> change white to a light pink
 
 Volume Absorption
 - Output -> Mix Shader 1 lower Shader input
 
 Background 1
 - Output -> Mix Shader 1 upper Shader input
 
 Mix Shader 1
 - Output -> Mix Shader 2 lower Shader input
 
 Texture Coordinate 2
 - Generate output -> Mapping 2 Vector input
 
 Mapping 2
 - Output -> Gradient Texture 1 input
 - Location Z: 0.4 m
 - Rotation Y: 90º
 
 Gradient Texture 1
 - Factor output -> Color Ramp 2 input
 - Dropdown: Linear
 
 Color Ramp 2
 - Color output -> Mix Shader 1 Factor input
 - Black: 0
 - White: 0.300
 
 Sky Texture
 - Output -> Background 2 Color input
 - Dropdown: Nishita
 - Sun Size: .500
 - Sun Intensity: 0.100
 - Sun Elevation: 4º
 - Altitude: 27 m
 - Air: 1.700
 - Dust: 3
 - Ozone: 5
 
 Background 2
 - Output -> Mix Shader 2 upper Shader input
 
 Mix Shader 2
 Output -> Mix Shader 3 upper Shader input
 
 
 MOUNTAINS
 Texture Coordinate 3
 - Generated output -> Mapping 3 Vector input
 
 Mapping 3
 - Output -> Gradient 2 input
 - Location X: 0.8 m
 - Rotation Y: -90º
 - Scale Z: 10
 
 Gradient 2
 - Factor output -> Math 2 upper Value input
 
 Texture Coordinate 4
 - Generated output -> Mapping 3 Vector input
 
 Mapping 4
 - Output -> Noise Texture 2 Vector input
 
 Noise Texture 2
 - Factor output -> Math 1 upper Value input
 - Scale: 13
 - Detail: 15
 - Roughness: 0.400
 
 Math 1
 - Output -> Math 2 lower Value input
 - DropdownL Logarithm
 - Base: 0.300
 
 Math 2
 - Output -> Color Ramp 3
 - Dropdown: Divide
 
 Color Ramp 3
 - Color output ->Mix Shader 2 Factor input
 - Black: 0.500
 - White: 0.700
 
 
 MOUNTAINS MATERIAL (optional)
 Texture Coordinate 5
 - Generated output -> Mapping 5 Vector input
 
 Mapping 5
 - Output ->Image Texture 1 input
 - Output -> Image Texture 2 input
 - Scale X, Y, Z: 50
 
 Image Texture 1
 - Color output -> Mix Color A input
 - Image: forest canopy 1
 
 Image Texture 2
 - Color output -> Mix Color B input
 - Image: forest canopy 2
 
 Noise Texture 3
 - Factor output -> Mix Color Factor input
 - Scale: 4.400
 - Detail: 8.500
 - Roughness: 0.700
 
 Mix Color
 Output -> Mix Shader 2 lower Shader input
 
 Mix Shader 3
 - Output -> Word Output Surface input
 
 
 Finished Render
 
  
 Finished Node Tree
 
   
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