Procedural Stars in Blender

The upload compression really crunched this one

Earlier today I was working on a photoshop commission for a friend and I needed stars, but couldn’t find an image I liked. Enter procedural stars. They’re great because you can get exactly the stars and sky you want. The shader I made today isn’t photo realistic, but it could definitely be expanded.

Here’s an overview of how the shader works:

  • The stars are from two Voronoi textures, each with a different scale. I need two different scales to get a variety of star sizes.
  • The clouds are from a noise texture with a color ramp to give them color. To control where the clouds appear, I use a gradient node with some noise mixed in.
  • Color ramps: they’re literally the best. They control everything in the shader.
  • The other nodes are for blending the clouds with the stars.
  • For rendering, the shader is on a plane below the camera. The shader could be in the world material, but for this project I just needed a flat image. I’m using EEVEE to render because it’s fast and rendering shaders like this doesn’t benefit from pathtracing.

Let me know if you have any questions!

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