Earth atmosphere?

   1229   15   5
User Avatar
Member
79 posts
Joined: 11月 2015
オンライン
Hello all,
I'm still looking for the best workflow for the atmosphere around Earth. The karmaskyatmosphere is good for the look of the planet itself.

But how do I create the soft haze of the atmosphere? (see attached)

Thanks!

Attachments:
earth4.jpg (359.2 KB)

User Avatar
Member
79 posts
Joined: 11月 2015
オンライン
Another good example:

Attachments:
earth3.jpg (314.5 KB)

User Avatar
Member
23 posts
Joined: 3月 2015
オンライン
Hi Terence,

I'm just working on some space shots. My approach was to create one slightly larger sphere and to convert it to VDB fog, with applied karma pyroshader.
Edited by Mladen Kevic - 2026年5月6日 10:38:22

Attachments:
Earth01.png (1.1 MB)
Earth02.png (410.6 KB)

User Avatar
Member
79 posts
Joined: 11月 2015
オンライン
Thanks Mladen,

All you did is use VDB from Polygons, but use fog?

What does your Karma shader look like? I'm not seeing my sphere rendered as a volume...
User Avatar
Member
23 posts
Joined: 3月 2015
オンライン
exactly, just Peak, then VDB from polygons, and apply pyroshader

Attachments:
atmosphereSetup.png (303.0 KB)

User Avatar
Member
79 posts
Joined: 11月 2015
オンライン
That's a good approach. Now trying to figure out how to make the center of the atmosphere more transparent, looking straight on. And the outer edges softer.

Thanks!
User Avatar
Member
446 posts
Joined: 2月 2016
オフライン
Terence Ziegler
The karmaskyatmosphere is good for the look of the planet itself.
You can use it for the "planetary" atmosphere too.
Just playing with the parms I found that distribution can be used to increase the feather etc.

Attachments:
kma_planetary_atmosphere.png (681.3 KB)

User Avatar
Member
568 posts
Joined: 11月 2016
オフライン
That's a good approach. Now trying to figure out how to make the center of the atmosphere more transparent, looking straight on. And the outer edges softer.

In a volume wrangle, connect your atmosphere in input1 and earth model in input 2.
Then:

float altitude = xyzdist(1, v@P);
float max_altitude = chf('max_altitude');
float falloff = chramp('density_falloff', altitude / max_altitude);
float finalmult = chf('mult');

f@density = falloff * finalmult;

Then create the spare parameters and adjust the density with the ramp tool.
Edited by Tanto - 2026年5月6日 12:08:30
User Avatar
Member
79 posts
Joined: 11月 2015
オンライン
Aslak,

In your setup, is the planet a VDB? Or only geo sphere?

Thanks!
User Avatar
Member
446 posts
Joined: 2月 2016
オフライン
Just a really large sphere, the karma atmosphere does the rest.
Attaching the hip.
Edited by AslakKS - 2026年5月6日 12:56:07

Attachments:
planetary_atmosphere.hiplc (303.0 KB)

User Avatar
Member
79 posts
Joined: 11月 2015
オンライン
I tried that. But it's not transmissive. It renders as an opaque sphere.
User Avatar
Member
446 posts
Joined: 2月 2016
オフライン
What do you mean by transmissive? The planet is "bellow" the atmospehere created by Karma Atmosphere.
updated the hip to have a texture on the planet.

Attachments:
karma_atmosphere_60fps.mp4 (3.7 MB)
planetary_atmosphere.hiplc (540.1 KB)

User Avatar
Member
568 posts
Joined: 11月 2016
オフライン
You're dealing with huge scales, the atmosphere's density is going to have to be extremely low for it to be transparent.
User Avatar
Member
79 posts
Joined: 11月 2015
オンライン
Thanks, guys! Very helpful. Appreciate it.
User Avatar
Member
79 posts
Joined: 11月 2015
オンライン
This approach works well, Aslak. Have you tried layering clouds? I've tried merging multiple sop creates for earth + clouds, but that breaks this cool approach. So no luck with that yet
User Avatar
Member
79 posts
Joined: 11月 2015
オンライン
I got it to work by stacking the earth UNDER the cloud and the physical sky layer.
  • Quick Links