Very nice! I couldn't help but notice how well the specular map would work as a mask to add some extra detail to the water. Piped it in as a mask to the Bump Blender to isolate an additional noise to just the water. I also put it through a Distorter to blur the edges and used that to add some lighter blue around the coasts. Thanks for the great tutorial!
You can do atmosphere just by materials with fresnel - ramp - vertex atribute Result will be somewhat different, but it will be huuuuuuuge timesaver on rendering Thx for tut tho
the light hits your volume builder so differently than mine- at 7:31 you have a crisp dark and light side of the planet but my planet is bright- how do i fix without losing the glow of the suns light
Very nice! I couldn't help but notice how well the specular map would work as a mask to add some extra detail to the water. Piped it in as a mask to the Bump Blender to isolate an additional noise to just the water. I also put it through a Distorter to blur the edges and used that to add some lighter blue around the coasts. Thanks for the great tutorial!
Going to play with these ideas as well, thanks for the tips!!
So cool! That atmosphere trick really made it pop!
amazing tut! very complete from start to finish! thanks a billion!
fantastic , clear and perfect , thanks man
Very useful! Thanks for sharing 😌
Thanks for the idea of using vertex as a "ramp" for night city lights :)
13:15 The Earth's shadow (dark side) begins much too late; it begins exactly in the middle of the globe. ^^
You can do atmosphere just by materials with fresnel - ramp - vertex atribute
Result will be somewhat different, but it will be huuuuuuuge timesaver on rendering
Thx for tut tho
очень крутой урок
получилось просто мясо!
the light hits your volume builder so differently than mine- at 7:31 you have a crisp dark and light side of the planet but my planet is bright- how do i fix without losing the glow of the suns light
very thanks bro!!
Having a ton of issues with this with texture errors.
name of this app is?
Cinema 4D