I want to share my finished semi-realistic cinematic planetary render art style to all the blender communities, it’s a work that i’ve started 4 months ago and i have finished and refined all the flaws as best as i can, it’s all made procedurally using nodes primarily in shader editor, it’s still computationally heavy but i’ve made it performance friendly and fixed the heavy render time, thanks to all the blender user creators i’ve followed mainly on youtube, as a result, it’s a combination of work i’ve followed from various tutorials that you guys provided to me as a beginner, thanks.
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For this scene, i added the planet, clouds, atmosphere, and the ring.
4 mesh in total as a result, the planet and clouds object are originally
a cube with heavy subdivision modifier and cast modifier set to sphere mode.
The atmosphere mesh is still a cube but with precise and calculated radius using math nodes and volume scatter shader. The rings is just a plane but with the same calculation and math nodes i used previously for my atmosphere using noise texture for randomization with diffuse, glossy, transparent, and lastly, a glass shader to let light pass through when it’s directly viewed near the sun/star.








