I’ve had enough for today almost 18 hours on the clock
I’ve been trying all day, shader this shader that. Skyboxes from everywhere on here and google.
It doesn’t have to be realistic that’s not the look i’m trying to achieve!
When its (day) there should be light and shadow, and when its night it should be darker and i think there should still be shadows but less likely from the moon but more from artificial lightsources right?
If I do it with 2 sunlamps on each side of the world then the skybox is lit where it should be night and dark where it should be day. When you turn them 180° the skybox is lit like it should, but not the world!
With Hemi the same thing and with spot i’m not satisfied either!
If you really want a sun, you can have one sun affect only one layer (layer 1) (checkbox on sun = “this layer only”), and another sun on layer 2 which affects layer 2 only. Then, you can move the earth to layer 2. You would have to create rotation for the sun on layer 2 though, but you can do that just with a plain, rotating, invisible sphere. Finally, you need to select both layers for your scene (shift select).
Or you can try flipping the faces of the world, but I don’t think you want that effect.
First figure out what you want it to look like.
Draw some concept art showing what the lighting should look like at mid day, at sunrise and sunset and at mid-night.
If you’re wanting to have the sun-lamps illuminate the close side of the sky, turn you skybox material into a node material and look for this button:
@Daedalus => It was late yesterday it must’ve passed my attention. The simplified version is indeed not bad, but it’s kinda bright on the night side i think. but i’ll be playing with that to fiddling with the lamps till i get the look feel i want.
@sdgeoff => concept art ?! It would take me way longer to have a drawing be it on paper or CG that looks like **** then just start something and see where it goes from there.
Also is inverting normals the same as flipping them? Cause i did that. (but they’re probably not the same :o)
And I kinda avoid nodes because I don’t understand them enough
I spent two hours to try and make a script to spawn in the stars randomly with python. Eventually I got it working.
Then i realized i had to parent all the stars to make em move!
Took me longer to right the script then just place them manually and parent them :eek:
Thx to all for the quick replies!
(I was kinda desperate after a long day)
Simplified?! The nodes aren’t simplified for me! The skybox looks a lot better that’s true for sure!
For the lighting i’m going to keep searching till i find what i want
Don’t be afraid to dabble in things you don’t quite understand. Nodes are complex to get your head around, but are a lot of fun when you understand them! Just start plugging random things together… (blue dots are vectors, yellow dots are colors, grey are a single value)
Good work on the script. I remember how hard it is starting out. Just remember that now you have the script, you’ll never need to place stars manually again!
@sdgeoff => concept art ?! It would take me way longer to have a drawing be it on paper or CG that looks like **** then just start something and see where it goes from there.
Even if they’re just rubbishy sketches (example of me trying to draw a space habitat thing several week back) they give you something fixed to give guidance.
Inverting the normals in the material is the same as inverting them - but still seeing them from the un-inverted side. So light hitting the other side of the face is shown. In this case it means the side of the dome facing the sun will be illuminated (and visible) from the planet.
That really wasn’t very clear. I’ll make some images.
So you have a planet in the middle (normals facing outwards) and a skysphere around it (normals facing inwards).
The top atmosphere is just a normal material
The bottom atmosphere has it’s material normal inverted using the node setup I described above, so the back/inside of it is illuminated by the sun properly.