Hi, I am starting to get into planetary rendering, and the first thing I tried was naturally our home planet.
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Since I'm just starting out, I just grabbed the Blue Marble image from NASA and blended in a constant blue glow based on Schlick Fresnel at the edges. I then placed a point light at (0,0,0) and aimed it straight down the Z-axis. I am using Blinn-Phong specular. I'm not really happy with the look, and I was wondering if anybody could point me the right direction. It is hard to work to reference, because almost every image has cloud cover and I have no way to procedurally generate clouds and do not want a single static cloud image. I noticed some people use a bump map for the landmasses but that doesn't make much sense to me. How would see such small-scale shadows from outer space? Anyways, I would love some advice!
P.S. Both gamma-correcting the output and diving Blue Marble albedo by PI gave me strange results, so I am using a non-linear pipeline.
Replies
Here's some great reference:
http://twistedsifter.com/2015/04/earth-day-gallery-by-nasa/
It would appear that the closer you get, and the more glancing the viewing angle, the more shadows are apparent. So i would maybe try rendering in 3 passes (or use some form of hacked parallax to achieve the same result)... A simple format for this would be to have, for example... a sphere for the planet, another every so slightly larger, which has the cloud texture multiplied to zero, and then another a little bigger than that, with the cloud texture itself.