How could i also create a similar surface to what my planet has with your moon shader ?
I recommend playing around with procedural noise textures a bit. Hook a ColorRamp node between the noise and an emission shader, and play with noise parameters, scale and detail predominantly, and change contrast using the
ramp - youâll find it creates shapes very similar to the ragged structures formed by craters, valleys, continent boundaries âŚ
You can use that to add more detail to the shadow parts of your planet:
- use the maximum value in the MapRange node (âTo Maxâ), to change visibility of shadowed parts (zero: no visibilty)
- add a noise node, a color ramp, and feed that into a math multiply node you hook inbetween the Map Range and the multiply node following it, and play with the noise settings and contrast until you like what you see âŚ
You can continue to tweak the shader that way, add more procedural textures to create subtle color variations, create structures that overlay other structures and so on.
Hey, I started working on a semi-similar project, for you, and here are 2 tutorials I think might be helpful:
This is for the dune creation:
And this is a nice procedural sand texture:
And for the spaceship crash sight, I would recommend sculpting marks in the sand where it might of impacted to show a more traumatic scene, and also, why are the two humanoid characters so different in size?
If i make the max to value into 1 and the rest like this , the planet looks like a light bulb
Any specific marks or just messing around with sculpture ? The 2 humanoid are supposed to be like that
Well.
Try a value in the range between 0 and 1 for âTo Maxâ, then, and leave all the others at their original settings (except you want another sun in the sky).
Hint: 0: fully transparent, 1: fully opaque. Have a look at the screenshot, it is set to 0.1 in that example.
Did some changes with both of your recomendations and looks like this atm with both planet and sand texture
I know the different scale of the people is intentional but it just doesnât work. The small one looks like itâs floating in space, just a 2D image copy and pasted on your render
Well, Iâm happy to help, however, as a little side note: I did not share these examples to give you a one-by-one recipe. I did it to give you some ideas, in the hope you are able to make use of them. Applying random changes might not yield anything usable though, you need to attempt and understand the underlying concepts, to a degree at least.
Some more explanations regarding my âmoon shaderâ idea because I feel that might not be self explanatory: this setup utterly ignores physics, light direction and so on, you are responsible to set everything up/adapt it manually to your environment. This includes light direction, color/intensity of the moonâs lit crescent, texture sizes and so on.
Did some changes with both of your recomendations
Well, what changes exactly?
Light direction is determined via the vector value in the normalize node, the dot product node processing it will return values in a range from -1 to 1, the subsequent map range node is used to define the shadowâs sharpness - adjust the âFrom Minâ/âFrom Maxâ within that range until you see the result you want. âTo Minâ/âTo Maxâ define minimum/maximum opacity of the lit/shadowy area.
Use the emission shaderâs color and strength inputs to adjust the crescentâs color and brightness.
Donât change the transparency shaderâs color (=leave it 100% white)!
In your new WIP I spot brightness in the planetâs upper right which indicates you have changed the light vector (the one in the normalize node), and/or âFrom Minâ/âFrom Maxâ in the map range node. I recommend resetting âFrom Minâ/âFrom Maxâ to 0/0.1, and readjust the light vector. (-70,-40,-40) were good values for me, Iâd suggest you start with those values, and try to adjust the first and last component to rotate the crescent around.
Again, donât touch transparency color (100% white!!!). You managed to render that planetâs shadowy part darker than the sky (again), that shouldnât even be possible (because âshadowâ is achieved via mixing emission and transparency (= sky color)) except by messing up the transparency shader.
You see how big your spaceship is, and it looks crashed, but either way, a spaceship doesnât put down in the sand with so few marks in the sand.
What would be your suggestion to make it more realistic , scuplting isnt working properly in the dunes so i cant create marks
Why? Could you maybe show us a wireframe?
I mean like jagged marks that look like this:
or if you want it to be long abandoned, maybe smoothing more like this, with sand enveloping it:
Regarding the shipâs impact site and traces, you should make a couple of decisions about what you want to show us before you start modelling.
In that case: has the ship crashed a couple of moments ago, a couple of weeks ago, last year, or is the event decades (centuries) in the past? Whatâs the story behind that scene?
- crash has happened moments ago: we see fire, smoke, crater, burning/smoking debris around the impact site
- crash has happened a while ago: crater and other crash marks still visible
- crash has happened ages ago: no crater or crash marks, instead sand has formed new dunes around the ship, covering parts of it, predominantly in the wreckâs lee
PS:
the moonâs lit side is pointing away of the sun.
The ideia was to make a crash that happened long time ago but would be a interesting project if its not too much complicated for a newbie like me to make a crash that happened moments ago or a while ago aswell
Thatâs actually how I saw the scene.
If you want to add more detail to the dunes, Iâd focus on adding leeward dunes to the wreck, and maybe traces of sand in its superstructure. There shouldnât be any visible impact traces left in the surrounding desert (except, maybe, for additional detail, parts of scattered, larger fragments that have not yet been entirely covered by the sand âŚ).