The node setup that I had became very complicated to work with, and there were many aspects of it that I wanted to improve on. Additionally, with Blender 2.8 released, I wanted to use it instead and get used to the new UI.
I decided to rewrite the procedural planet material taking what I had already learnt to see if I can get a better result. In a much shorter time than before (~3 days), I have now got a much nicer planet! Still needs some changes to it, but majority of it is working.
The clouds haven’t been added in this one, and I have exaggerated the terrain roughness to show it off a bit.
You can see how I have managed to get a much more realistic result with the terrain, and this time, is much more detailed than the previous.
Other things that have been added include,
- Support for vector inputs (to allow for more unique results with the procedural noise, as well as the ability to rotate and shift it around plus map it to UV rather than the default “Generated” mapping)
- More detail in the colours which was severely lacking previously which caused closeups to not look nice (see one of the previous posts)
- Organisation with more node groups to separate the terrain roughness with the terrain colour generation (now the terrain is generated first, and the colours semi-depend on the shape of that terrain)
- Principled shaders
I hope to get more done with this nodegroup!
My future plans include better mountain snow, the ability to set snow cover, 3d clouds (volumetrics?), and of course, bug fixes.