So I need to render a somewhat realistic earth, and I chose to do it in blender because linux.
Here is my semi-final attempt after 2 days of learning blender and working on the project:
[img]https://my.mixtape.moe/osaedt.png[/img]
For comparison, this is the sphere with just the texture applied:
[img]https://my.mixtape.moe/woonjz.png[/img]
If anybody knows how I can simply translate the UV coordinates of a texture in the nodes thing, please let me know. I also would like to know if it's somehow possible to mask the unlit side of the planet so I can add nighttime lights.
texture transform? you could use vector math. and you need a dotproduct for the sun lightsource. the lamp data. you can invert it to multiply the backside with the night texture. it's been a while i had the complete texture set. i can't remember where i got it. there was bumpmap too, a specular mask for the oceans, a cloud layer and i think a disturbance map. all 2k or bigger textures. it's a nice package. you just gotta find it. ;)
If you're using cycles then this might help out substantially.
[media]https://www.youtube.com/watch?v=9Q8PwcDzb8Y[/media]
[QUOTE=Thlis;50729972]If you're using cycles then this might help out substantially.
[media]https://www.youtube.com/watch?v=9Q8PwcDzb8Y[/media][/QUOTE]
This guy just manually places it for the current scene, which is terrible.
360 video of camera flying past earth:
[media]https://www.youtube.com/watch?v=9JLx-_7BeQ4[/media]
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