Graphics Programs Reference
In-Depth Information
cil for the factor input of the
Mix Shader
node. We also connected the
Earth-color
map to the
SEAS
frame's
Diffuse
shader, to bring back color
to the oceans.
• From step 15 to step 18, we added to the
SEAS
frame, driven by a
Facing
Fresnel node, a
ColorRamp
node to enhance the coloration of
the water's specularity (according to what often NASA satellite's photos
show) and a deep blue color mixed to the color image map by a
Mix
node.
Thanks to the
Facing
Fresnel, the blue color is mapped on the mesh
faces perpendicular to the point of view, thereby resulting in darker water
masses towards the center of the Earth sphere.
• From step 19 to step 23, we built the night shader. The
Earth-night
image
has been clamped (contrasted) by the
ColorRamp
node and the result-
ing brighter values multiplied by a reddish color in the
Mix
node. All this
is then assigned to an emission shader mixed at 50 percent with the rest
of the components of the surface shader. Because the emission value is
quite low, the "night surface" shows only in the shadow side of the Earth.
• Then, from step 24 to step 29, we built the
Clouds
layer on the second
sphere.
• From step 30 to step 35, we built the atmosphere layer on the third
sphere.
As you have probably noticed, we didn't use any
Texture Coordinate
or
Mapping
node to map the image maps. This is so because the spheres have been unwrapped
and with
Image Textures
nodes the existing UV coordinate layer is taken automatic-
ally in account by Cycles for the mapping. For the ocean bump, instead, obtained by
the
Noise
procedural, the
Generated
mapping option is automatically used (if you
remember the section about the mapping of the textures in Cycles from
Chapter 1
,
Overview of Materials in Cycles
).