Physical Starlight And Atmosphere 1.3 For Blend... [ 2024 ]
Getting started is deceptively simple. After purchasing and installing the add-on (Edit > Preferences > Add-ons > Install), you need to set up your world shader.
One of the primary concerns with physical atmosphere shaders is render time. Calculating light paths through a volumetric atmosphere is computationally expensive. PSA 1.3 has been optimized heavily for Cycles. By streamlining the node groups and improving the "World" shader setup, the addon minimizes the render time penalty compared to standard volumetric setups. While it is still heavier than a simple HDRI, the trade-off for dynamic control is now more favorable than ever. Physical Starlight And Atmosphere 1.3 for Blend...
Version 1.3 introduces more granular control over and Haze . Getting started is deceptively simple
However, HDRIs have a critical flaw: they are frozen in time. If you want the sun to move five degrees to the left to catch a specific reflection on your model, you cannot do it without distorting the image. If you want to change the time of day from noon to golden hour, you have to swap the entire HDRI, which changes the background, the cloud coverage, and the color temperature. Calculating light paths through a volumetric atmosphere is
After using 1.3 for several weeks and scanning the forums, here are the "best kept secrets":
The 1.3 update includes a robust preset system. Whether you need "High Desert," "Earth Typical," or "Alien World," you can jumpstart your scene with one click. These aren't just colors; they are pre-configured physical constants (air density, sun intensity, etc.). Why Version 1.3 Matters for Your Workflow Total Freedom from HDRIs