Graphics Reference
In-Depth Information
13. Select the Lamp and change it to a Sun. Set the Size to 0.050 and the Strength to
10.000 . Set the Color values for R to 1.000 , G to 0.902 , and B to 0.679 . In the
Transform panel, set the Location values of X to 158.00000 , Y to -27.00000 ,
and Z to 107.00000 . For Rotation, set X to 1.5° , Y to 56° , and Z to -8° (Sun
lamps don't need a location, but in this case, we need it to establish a target for
a later-to-come day/night terminator trick).
14. Go to the Render window. Under the Sampling subpanel, set the Clamp
Direct and Clamp Indirect values to 1.00 , the Preview samples to 20 , and the
Render samples to 50 .
15. Go to the Scene window. In the Color Management subpanel, click on the Use
Curves item. Set the Exposure value to 1.000 . Then click inside the curve window
to add a new point, and place it at position X as 0.61149 and Y as 0.71250 . Then
set the value of the B channel for the White Level between 0.800 and 0.850 .
How to do it...
After the creation of the 3D scene and the setting of the lighting, let's go for the materials,
starting with the planet's surface.
The planet surface
In the Outliner (just temporarily), hide the Earth_Clouds and Earth_Atmosphere objects
by clicking on the little eye icons to the right side of the names. This is to see only the
Earth_Surface in the viewport, rendered and updated in real time as we work on the material:
1.
Select the Earth_Surface object. Click on the New button in the Material window
under the Properties panel or in the Node Editor toolbar. Rename the material
as Surface .
2.
In the Material window under the main Properties panel, switch the Diffuse BSDF
shader with a Mix Shader node. In the first Shader slot, load a new Diffuse BSDF
shader and set its Roughness value to 1.000 . In the second Shader slot, load a
Glossy BSDF node. Then set its Roughness value to 0.700 and Distribution to
Beckmann. Set the Fac value of the Mix Shader to 0.100 .
3.
Press N in the Node Editor window to open the Active Node panel. Label
the shaders as Diffuse_Lands and Glossy_Lands and the Mix Shader as Mix
Shader_Lands .
4.
Add an Image Texture node (press Shift + A and navigate to Texture | Image
Texture) and connect its Color output to both the Color input sockets of the Diffuse_
Lands and Glossy_Lands shaders. Click on the Open button on the Image Texture
node, browse to your textures directory, and load the Earth-col_low.png image
(or a high-resolution version, if available). Label the image node as Color_Day .
 
Search WWH ::




Custom Search