Graphics Programs Reference
In-Depth Information
33. Move them close to the first Mix Shader node and connect the Color out-
put of the ColorRamp node to the Fac input of the first Mix Shader node.
Set the Layer Weight node's blend factor to 0.200 .
34. Select and press Shift + D to duplicate the Layer Weight and the Color-
Ramp nodes and move them close to the Diffuse and Glossy shaders.
Connect the ColorRamp color output to the color inputs of the two
shaders and set the blend factor of the Layer Weight node to 0.700 .
35. Set the ColorRamp node's interpolation to Ease and move the white col-
or marker to the middle of the slider. Set its color to R 0.266 , G 0.491 , B
0.753 . Change the black color marker to R 0.500 , G 0.000 , B 0.139 . Click
on the Add button and change the new marker color to pure black.
How it works...
The three overlapping spheres technique dates back almost to 2004 (at least for
what relates to Blender), more precisely to the How to make a realistic planet in
Blender tutorial that I wrote at that time for Blender Version 2.23/2.30. This tutorial
is now outdated as far as materials are concerned, but the technique's basic con-
cepts are still working even in Cycles, that is, the Earth surface on the smaller of the
spheres, a clouds layer on a slightly bigger one, and the atmospheric Fresnel effect
of the bigger one, thereby enclosing the other two.
At first, we built the more complex of all the three shaders—the Surface material—
on the smallest of the three spheres:
• From step 1 to step 7, we built the shader for the continents, simply image
textures connected as color factor to a Diffuse shader and a Glossy
shader. And from step 8 to step 12, we built the basic shader for the
oceans.
• At steps 13 and 14, we "split" the continent's component from the oceans
by using the Earth-spec map, a black and white image working as a sten-
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