***EDIT***
Figured it out. Check page two for result and project files:
http://render.otoy.com/forum/viewtopic. ... 10#p236904
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I need a little help on this. I'm trying to figure out how to get something similar to the picture below:
I'm fairly close, but its lacking a few things. Mainly that blue hazy glow on the horizon. I have a fog texture on the outside of the sphere, and thats kinda working, but not quite how I want it to.
Here's my attempt so far:
My scene is built up of three spheres stacked on top of each other. The inner sphere is the earth texture, the middle sphere is the cloud layer, and the top sphere is the atmosphere haze. The cloud layer has displacement on it so it catches the light and casts shadows. I've included it for anyone who wants to take a crack at it. Thanks!
Earth Atmosphere help [RESOLVED]
Moderators: ChrisHekman, aoktar
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- Earth_test.zip
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Last edited by dotcommer on Sun May 31, 2015 4:18 pm, edited 1 time in total.
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- luminouspowerhouse
- Posts: 33
- Joined: Thu Nov 20, 2014 3:20 am
Very interested in seeing this well designed too! Going to have a look at it next week.
Please do post any progress, evolution, discoveries you have as you finesse it
Please do post any progress, evolution, discoveries you have as you finesse it
don't have time to experiment with this, but You want to look into scaterring medium for that "atmosphere material" - after tweaking a bit You should be able to get what You're aiming for =)
Use what You got first before wishing anything new - single dial will do what He needs.. =)Gumz wrote:This is going to be so much easier when we get volumetric in v.3
Thanks Glimps. I'm extremely busy today with a major deadline, but I'll get to trying your suggestion within the next day or two. Thanks!
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Hey Glimpse, finally had some time to sit down and try your suggestion. I'm not sure how to implement the scattering medium though. Does it need to be a specular material? What channel does it go into? I'm assuming "Medium", but I don't know how to control it.
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Ok, dug up an older project that used scattering for fog, and i'm definitely getting closer now. My bigger issue is figuring out how to fade out that hard line on the atmosphere. I want it to get fuzzy at the edge like a falloff, and i'm not sure how to do that with the scattering node.
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why are u not using the atmosphere shader from c4d?
http://www.welter-4d.de/fplugs/freeplug ... hereshader
http://www.welter-4d.de/fplugs/freeplug ... hereshader
First because I've never heard of that plugin before. Looks really cool! But more importantly, I want to try and keep everything within Octane shaders.
Download my free Octane resources!
Paper Lantern | Fresh Snow (C4D Only) | Keyboard Displacement Texture | Solar Panel Texture
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Paper Lantern | Fresh Snow (C4D Only) | Keyboard Displacement Texture | Solar Panel Texture
Mac Pro (2012) | 2x6Core 3.06GHz | 64GB | 1 x Titan Black 6GB
Portfolio: http://www.deltawavefx.com