Pure-Sky Pro 4.1 Released!

Pure-Sky Pro 4.1, What’s new?

  • A one-click tornado rigger is now available (Cycle rendering is better than Eevee rendering, however there is a bug that generates unsightly shadows when different parts of the tornado are displayed on the same layer. "The next Blender updates should fix this volume bug).
  • Physical planets are now available. (There are two types of shader for planets, one is transparent and allows to obtain more realistic fades. The other one allows to generate shadows to simulate for example an eclipse).
  • The sky has been improved the rendering is even more realistic. The twilight can now be displayed for the sunset and an aurora borealis for the night.
  • The lens flares bugs have been corrected.
  1. https://youtu.be/3vKLjUu9GD0
  2. https://youtu.be/oR_xr5LE_NA
  3. https://youtu.be/QSoZe-8ptr8
4 Likes

All true! It’s a Master Piece! :slight_smile:
I’ve already tried this new version and nothing can beat all this freedom you provide! I’ve ditched HDRi skies completely! I’ve been using Pure-Sky for all my client and personal work!
Thank you very much for your outstanding work!
…Ho and I got rid of most of the compositor tricks for depth and mist too, Pure-Sky does it all right in the viewport!

1 Like

Thanks for your encouragement.
For the next update some improvements will be made on the lens flares and I hope to be able to add volumetric clouds for the cycle rendering.

2 Likes

Awesome! :smiley:

1 Like

Nice tool.
A question or two.
Are the clouds ‘on and off’ slider at the bottom of the list as opposed to at the top like for the others and in the demo?

Why do the stars look like a plane rolling on a tangent to the planet?

Any thoughts on how to get a dark underbelly to the clouds?

Got any docs to ingest the how-to’s that aren’t videos or asking someone on the internet?

Thank you for your efforts and sharing your tools.
Robert

1 Like

Nope, I am wrong on the first question.

And I found out how to get the dark underbelly! Very nice.

Have to say, most disappointed as there appears to be zero documentation or any explanation anywhere on how to use it.

+1
I bought it during sale and I have problem with installation and first use in my scenes.
And difference between Space & Atmosphere and ArchViz version is not clear too for example …

Hello,
I had produced a series of video tutorials, for the previous versions, you can find them on the page of this product.
The 4.2 update is coming, I wanted to finish it before updating all the documentation part, because indeed some information is missing.
I’m doing my best to have the documentation completely updated for this week.
Sorry again for the inconvenience.
Here are the tutorials you can watch while waiting for the next documentation.
How to Install?: https://youtu.be/M6rooZyZQrM?list=PL9cJZszzE9RmmziSw79qOuPwGX8WuCTT1
How to setup clouds and fog?: https://youtu.be/2-P9IMynvoY?list=PL9cJZszzE9RmmziSw79qOuPwGX8WuCTT1
How do you fly into space?: https://youtu.be/ZBTSn1ot0yo?list=PL9cJZszzE9RmmziSw79qOuPwGX8WuCTT1

1 Like

Hello,
Sorry for the delay.
I am preparing a new documentation for the recent updates.
I’m doing my best to have the documentation completely updated by this week.
Sorry again for the inconvenience.

As I render, I am seeing the following errors. Something I did or something that needs to be repaired?
Thanks,
Robert

Dependency cycle detected:
NTShader Nodetree/Shading Component/MATERIAL_UPDATE() depends on
NTStars/Shading Component/MATERIAL_UPDATE() via ‘Group Node’
NTStars/Parameters Component/DRIVER(nodes[“Mapping.003”].inputs[2].default_value) via ‘Driver → Driven Property’
NTShader Nodetree/Shading Component/MATERIAL_UPDATE() via ‘RNA Target → Driver’
Dependency cycle detected:
NTShader Nodetree/Shading Component/MATERIAL_UPDATE() depends on
NTMoon/Shading Component/MATERIAL_UPDATE() via ‘Group Node’
NTMoon/Parameters Component/DRIVER(nodes[“Mapping.008”].inputs[2].default_value) via ‘Driver → Driven Property’
OBPure-Sky Moon Lampe/Transform Component/TRANSFORM_FINAL() via ‘RNA Target → Driver’
OBPure-Sky Moon Lampe/Transform Component/TRANSFORM_CONSTRAINTS() via ‘ObConstraints → Done’
OBPure-Sky Moon Lampe/Transform Component/TRANSFORM_LOCAL() via ‘ObBase-> Constraint Stack’
OBPure-Sky Moon Lampe/Transform Component/TRANSFORM_INIT() via ‘Transform Init’
OBPure-Sky Moon Lampe/Parameters Component/DRIVER(rotation_euler) via ‘Driver → Driven Property’
NTShader Nodetree/Shading Component/MATERIAL_UPDATE() via ‘RNA Target → Driver’
Dependency cycle detected:
NTShader Nodetree/Shading Component/MATERIAL_UPDATE() depends on
NTSky /Shading Component/MATERIAL_UPDATE() via ‘Group Node’
NTSunset / Day/Shading Component/MATERIAL_UPDATE() via ‘Group Node’
NTSunset / Day/Parameters Component/DRIVER(nodes[“Mapping.002”].inputs[2].default_value) via ‘Driver → Driven Property’
NTShader Nodetree/Shading Component/MATERIAL_UPDATE() via ‘RNA Target → Driver’
Dependency cycle detected:
NTShader Nodetree/Shading Component/MATERIAL_UPDATE() depends on
NTPlanet/Shading Component/MATERIAL_UPDATE() via ‘Group Node’
NTMoon / Day/Shading Component/MATERIAL_UPDATE() via ‘Group Node’
NTMoon / Day/Parameters Component/DRIVER(nodes[“Mapping.002”].inputs[2].default_value) via ‘Driver → Driven Property’
NTShader Nodetree/Shading Component/MATERIAL_UPDATE() via ‘RNA Target → Driver’
Dependency cycle detected:
NTShader Nodetree/Shading Component/MATERIAL_UPDATE() depends on
NTSun/Shading Component/MATERIAL_UPDATE() via ‘Group Node’
NTCoti san/Shading Component/MATERIAL_UPDATE() via ‘Group Node’
NTCoti san/Parameters Component/DRIVER(nodes[“Group.007”].inputs[3].default_value) via ‘Driver → Driven Property’
NTShader Nodetree/Shading Component/MATERIAL_UPDATE() via ‘RNA Target → Driver’
Dependency cycle detected:
NTSun/Shading Component/MATERIAL_UPDATE() depends on
NTSun/ShadingParameters Component/MATERIAL_UPDATE() via ‘NTree Shading Parameters’
NTSun/Parameters Component/PARAMETERS_EXIT() via ‘NTree Shading Parameters’
NTSun/Parameters Component/PARAMETERS_EVAL() via ‘Entry → Exit’
NTSun/Parameters Component/DRIVER(nodes[“ColorRamp.006”].color_ramp.elements[1].color) via ‘Driver → Driven Property’
OBPure-Sky Sun Lampe/Transform Component/TRANSFORM_FINAL() via ‘RNA Target → Driver’
OBPure-Sky Sun Lampe/Transform Component/TRANSFORM_CONSTRAINTS() via ‘ObConstraints → Done’
OBPure-Sky Sun Lampe/Transform Component/TRANSFORM_LOCAL() via ‘ObBase-> Constraint Stack’
OBPure-Sky Sun Lampe/Transform Component/TRANSFORM_INIT() via ‘Transform Init’
OBPure-Sky Sun Lampe/Parameters Component/DRIVER(rotation_euler) via ‘Driver → Driven Property’
NTSun/Shading Component/MATERIAL_UPDATE() via ‘RNA Target → Driver’
Dependency cycle detected:
NTShader Nodetree/Shading Component/MATERIAL_UPDATE() depends on
NTPure-Clouds/Shading Component/MATERIAL_UPDATE() via ‘Group Node’
NTPure-Clouds/Parameters Component/DRIVER(nodes[“Combine XYZ”].inputs[1].default_value) via ‘Driver → Driven Property’
NTShader Nodetree/Shading Component/MATERIAL_UPDATE() via ‘RNA Target → Driver’
Dependency cycle detected:
NTShader Nodetree/Shading Component/MATERIAL_UPDATE() depends on
NTAtmospheric Fog/Shading Component/MATERIAL_UPDATE() via ‘Group Node’
NTRadiance.D/Shading Component/MATERIAL_UPDATE() via ‘Group Node’
NTRadiance.D/Parameters Component/DRIVER(nodes[“Mapping.002”].inputs[2].default_value) via ‘Driver → Driven Property’
NTShader Nodetree/Shading Component/MATERIAL_UPDATE() via ‘RNA Target → Driver’
Dependency cycle detected:
NTShader Nodetree/Shading Component/MATERIAL_UPDATE() depends on
NTRainbow/Shading Component/MATERIAL_UPDATE() via ‘Group Node’
NTRainbow/Parameters Component/DRIVER(nodes[“Mapping.003”].inputs[2].default_value) via ‘Driver → Driven Property’
NTShader Nodetree/Shading Component/MATERIAL_UPDATE() via ‘RNA Target → Driver’
Detected 9 dependency cycles

Hello,
For support assistance use the Blender Market messaging system.

Done. Hope there is news about the documentation soon.

Nice that you have your documentation-in-progress on your product page. Cool add on.

I will resume the documentation next month, I was working on something else.