Planets in the sky

Currently this is just the start of my project.

I drew inspiration from looking at images of nebulas and simply googling “planets in sky.”

Right now the foreground hasn’t really been worked on and what I have done will probably be scraped. I’m looking for general comments and critiques but specifically the planets and the background.

A few things I noted already that I forgot to change is the displacement of the planet’s surface material and I forgot to remove an emission shader from the atmosphere of the nearest planet.

Nothing has used any image textures and I plan to keep it that way for the entire project I am focused on working with only procedural materials. Sorry if the render quality is low I didn’t have time to do a high quality render.


There aren’t many points I could recommend changing that you haven’t already stated planning to change, maybe just one suggestion:
I made a similar project previously, and a thing that added an effect I liked was adding a halo to the atmosphere. I had an object for the atmosphere (I used an UV map but otherwise the same idea) and another object that I rendered as a pale blue halo.

The result was this:



(The added details from the image textures is canceled out by the not enough polygons :stuck_out_tongue: )

You should invest in Gleb’s video course:

I haven’t touched this project in a little while but I worked on it a bit recently and here’s a quick update.



I decided I didn’t like the other planet, instead I added a moon for this planet but I’m not sure how I feel about it yet. Some of the larger stars I’m thinking about deleting because I don’t like them that much. I’m not entirely sure but I think I might add more stars. Still planning on adding something to the foreground not sure what yet though.

other than work on the planets

an example - created in blender but not rendered in blender
https://7-t.imgbox.com/AsIAmG2M.jpg https://5-t.imgbox.com/gQZpjN3F.jpg

and this one rendered in blender
http://6.t.imgbox.com/L5upNNS4.jpg http://8.t.imgbox.com/CkrOvZ0v.jpg

I love planets, and space, and the stories that it could hide…

If you want critisim, well put lights, make fog, make it alive… I will also endeavor on this subject and will probably take Gleb Alexandrov tutorials myself. There is great stuff and if he needed hours to explain… so do we need here pages to transform the renders into „reality”.

Thanks for the feedback!

I just recently started working with procedurally generated materials in blender and this is the first project where I’ve made a procedural planet. It’s also the first project using procedural materials I want to see through to the finish. Maybe you can give me some pointers? With this planet I was just simply going for a dry, rocky, deserted planet that was at some point paradise.

I like the idea of adding fog and will probably work on adding that next, thanks for the suggestion. In terms of lighting do you have any ideas on how to properly light a space scene of just any pointers in general of lighting? I usually don’t do anything special with lighting for my scenes and honestly wouldn’t know where to start since I normally just create models and rarely do much for creating materials. Right now I just have a simple sun lamp as my light source and of course the few materials with an emission shader on them.

Here is a new render with a bit of compositing, nothing special but I have a few ideas for the next render. I also made on in black and white just to see what it would look like and I kind of like it.



the bottom two images i posted " minor bodies / plutoids / trans neptunian objects "

what ever you want to call them

first i use a hacked tool in “Space: Nerds in Space” on Github
– my own hack for craters


– i keep thinking of this

this made a texture and displacement map

then used the pds/dem importer plugin to import the simple cylindrical map as a sphere

the top two are generated in nodes as a displacement / height map and matching colored texture

then used wilbur to do a mild eroding on the 32 bit floating point heightmap
– rendered in Celestia 1.70 DEV

my node set up is working along the lines of "worlbengine "
( in pip and on github )

without the plates and still a work in progress