![]() ![]() This is a little bit more interesting than the base setup but we need more, why not try a voronoi texture ? Note that, from now on, the Detail parameter of the texture is set to 16.Ī mapping node is used to make sure the wave texture is rotated correctly. Let’s start by adding a wave texture and plug the Fac ouput to the Distortion input of the noise texture already in place (shown in red). And to combine these textures, the best math operations are: multiply, add and subtract.įor this planet, we’re going to use all the best textures mentioned and combine them with all the best math operations. I’ll save you the experiments I made (as there are a lot of them) but I found that the textures that work best are: wave, voronoi, noise and magic. In a nutshell, you can use any type of texture and combine them the way you like it. Now, remove the noise texture and let’s start getting the job done. What do you see ? The picture above but with a wavy pattern ? That’s right ! See, I told you it would be more interesting. Don’t believe me ? Well, let’s add a noise texture, set the scale to 15 and the detail to 16, then connect the Fac output socket to the Distortion input socket of the other noise texture. You’ll see a socket called ‘Distortion’, that’s where the magic happens. Go back to the node editor and take a close look at the noise texture node. If that’s the case, congratulations, you’ve completed the tutorial. Let’s agree, this is not an interesting texture, unless you like very very simple gas giants. If we do a render, we get a result like the one below: Let’s start by adding an emission shader (for fast previewing of the texture), a noise and a gradient texture, and organize them as shown below. The first step involves making a grayscale texture that will be used to decide where to place what colors. Make the planet a little bumpy by adding some displacement.Make a grayscale version of the texture.Making a procedural gas giant is a three-step process, as follows: Finally, add a UV sphere, make it three times bigger and add a subdivision surface modifier set to two. Without further ado, let’s start by opening Blender, deleting the default cube and the lamp, and placing the camera into front view. There is also a little bonus that will make the picture complete. At the end, you’ll be able to make a planet like the one shown below: In this tutorial we are going to learn how to make a procedural gas giant in Blender with the Cycles render engine. ![]()
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