Proper PBR principled shader for the Earth

texturing

(magick.crow) #1

I was going through the Blender Guru tutorial for the Earth but then ran into the shader nodes set up. It is totally old school so I wanted to do it with the principled shader but got completely stuck making the Ocean Mask work with correct fresnel.


(Moses Sunny) #2

I think it would be more better connecting the bump map’s normal output to the principal bsdf’s normal input, it would be memory efficient, doing the same task may be.


(magick.crow) #3

I tried that but it does not seem to work.


(magick.crow) #4

Fixed the bump map but the real problem is still the Fresnel.


(Simon Storl-Schulke) #5

I’d not use Principled BSDF for stuff like planets. It’s more suited for “down to earth” scaled objects. Just stick to the nodes Andrew showed in his video.


(magick.crow) #6

Thanks but in this case I want to know how it could be done. In a way I am asking about how to do masking with the principled shader.


(Simon Storl-Schulke) #7

Ok but what is the Problem? When it’s too rough or glossy for your taste, use a color ramp node after the roughness texture and adjust it there. The most obvious thing missing here is the athmosphere, but that cannot be done with Principled only. I’d use a separate layer of diffuse - mixed into the principled bsdf via a Fresnel node for that. If you want to go full realism, you can even use volume scatter


(magick.crow) #8

At this point in the video he adds the ocean reflection map. It makes the land flat and the water shiny but it has no fresnel. So from this point on he adds some nodes to fix that problem. I don’t know how to fix this problem with the Principled shader.

BTW I have two other spheres with atmosphere and clouds so all that is good. I just excluded it to keep it simple and focused on this one problem.


(pixelgrip) #9

if you want to do it with only one principled shader,then your could mask your input maps and feed your inputs.
for example.you can use the ocean mask for it,for use different roughness and specular.

the specular is the disney fresnel ,you can make a nodegroup to make a fresnel inputvalue to a specular value…

see the vid in this thread

edit,this should work.with the values (from top down) you can control the roughness from the ocean and land.with the values under this ,you can control the specular of the ocean and land.


(magick.crow) #10

I have not get tested your idea but it looks cool. Thanks!

Here is what I have now that is working.!


(magick.crow) #11

Pixelgrip, I forgot to ask you why you ran the bump map into both the normals and the displacement? Does that help much? What does it do for you?


(pixelgrip) #12

this was a try out.with the bump map into the normals ,you can fake bumpshading without displacment distortion.just a fine tune if you want.