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Blender Photorealistic Planet Study + Breakdown

These are the results of a planet shader that I've been working on for probably years now. These are fully volumetric, partially procedural, and they render in a reasonable amount of time. The shading on the clouds is created using a custom lighting engine built into blender's shader nodes. This is necessary because clouds have complex light interactions that can't be replicated natively in blender using blender's volume scattering implementation (at least without considerable noise and lengthy render times).

Cloud Integration Study

Cloud Integration Study

Cumulonimbus study

Cumulonimbus study

Small Cumulus Layer 1

Small Cumulus Layer 1

Small Cumulus Layer 2

Small Cumulus Layer 2

Cumulonimbus Base

Cumulonimbus Base

Cumulonimbus Top

Cumulonimbus Top

Cirrus Layer

Cirrus Layer

Haze Pass

Haze Pass

Atmosphere Pass

Atmosphere Pass

Ozone Pass

Ozone Pass

Color Correction/Final Render

Color Correction/Final Render