Shading Thread

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Hello people.

A shading wip thread for me as a learning curve I can use as reference. So the first project is still strongly in the wip phase. All advises are welcomed.

This project is based on the proto-planet Earth and it's sister planet Thea/creation of the moon and so forth.

The shader setup for the planets are similar and quite complicated. For the shading of Earth the colour is 2 different mixes of colours masked by procedural noises. The cracks and debris are worley noise multiplied by turbulent noise, that is then inverted and clamped in a fit range vop, with a few additional procedural noises added ontop.

Lava colour is simple. Colour parameter that is multiplied with another parameter to create a brightness control.

PBR renderer and shader build.

As all of the displacements that matter are built into the shader, any ideas on how to add specular highlights to just the lava then merge it back into the shader without affecting the darker-rocky areas of the shader?

Also any ideas of how to use the lava and pipe it into some sort of emission/glow shader? Multiplying the colour only takes the look so far.

A couple of screenies and such.

Attachments:
screenshot.jpg (480.8 KB)
proto_planets.jpg (308.3 KB)

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