How to make a realistic planet in Blender 2
The planet surface material
Of course, a very important thing is the kind of textures we choose and the way we are going to use them. For the Golden Planet main color I used this texture (it's a faked Venus color map that you can easily find on the net):
The color map
But before the textures comes the general material setting for the planet surface:
The surface material
You can see that I used all the eight texture slots, and we are going to see all of them in detail. First, this is the setting for the color map ("colvenus"):
Color map setting
I applied the texture in uv mapping (a simple "from window" option from above), but actually orco mode would have worked too.
(Well, of course, if you are doing a whole planet you have to apply it in sphere mode...)
Color map applied
The color map applied. Then I loaded a grey scale version of the same texture both for the specularity and the diffuse channel ("specvenus" and "diffvenus"):
Specular and diffuse maps applied
And then also for the emit channel ("emitvenus"):
Emit map applied
At this point, because the texture has not defined continents, it's time to create someone. I used this slightly modified (the "rivers") Earth map and I created its alpha channel (the checkered background is the Gimp's one):
The mask map
Seems that in Blender the limit for tga with alpha channel is a 4000 dpi image; bigger targas with transparency don't show in the rendering, nor in the texture's preview window. But the image has to have an alpha channel of its own because, as you can see here, it must work as a "stencil":
Stencil map setting
This is the result ("maskoceani"); the stencil map works on the specularity and has a little bump effect too...
Stencil map applied
... and, as you can see in the below image (rendered with only the stencil channel active), the stencil map "splits" the seas from the lands.
Stencil map effect
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Italian version
All these pages, images and characters: © 2002-2004 Enrico Valenza