Simulating a planets atmosphere

General questions about Indigo, the scene format, rendering etc...
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Borgleader
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Post by Borgleader » Sun Nov 23, 2008 10:46 am

I highly doubt you'll find a "generator" for this type of job. So tutorial is your only alley.

You might be able to use a shader for the displacement though, or something...
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neo0.
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Post by neo0. » Sun Nov 23, 2008 12:35 pm

I guess I could UV a sphere in sketchup but I never figured out how to do UVing..

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Post by Borgleader » Sun Nov 23, 2008 2:56 pm

UV mapping is one of those essential skills you have to learn at some point. Might as well be now.
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Kram1032
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Post by Kram1032 » Mon Nov 24, 2008 12:48 am

+1

Oh, and just so you know: There is a feature, which might be helpful, here...
It's an extremely slow one, but it'll help you with the sky, seen from outer space. The main problem will be, that you'll need to model all the stuff "true sized" and also the distances correct...

http://www.indigorenderer.com/joomla/in ... emId=20229

The stars are postprocessed! But earth and moon are totally correct :)

you'd need to write the syntrax yourself most probably... A cool but due to time consume rather unused feature of Indigo...

neo0.
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Post by neo0. » Mon Nov 24, 2008 11:02 am

So.. About that atmosphere.. What would you recommend? A specular material blended with an emitter?

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PureSpider
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Post by PureSpider » Mon Nov 24, 2008 11:10 am

Ehm... no.
Actually use the material the athmosphere is made of... A mix of different gasses and water... So, use a SSS mat and wait a looooong time for it to get clear ;)

neo0.
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Post by neo0. » Mon Nov 24, 2008 11:23 am

What would be a good coefficient?

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CTZn
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Post by CTZn » Mon Nov 24, 2008 12:04 pm

You can aproximate its ior as 1, and absorbtion as extremely low (low, like you are gonna try a low value and see, either what... omg). Ah, the athosphere is more blue than, I don't know, grey or green, birds have their belly down when they are alive and fishes have it way up when they died. Anything else neo. ?
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neo0.
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Post by neo0. » Mon Nov 24, 2008 12:11 pm

Nope. Thats it. Thanks for the info. I'll see what I can do. :)

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Borgleader
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Post by Borgleader » Mon Nov 24, 2008 12:19 pm

CTZn wrote:You can aproximate its ior as 1, and absorbtion as extremely low (low, like you are gonna try a low value and see, either what... omg). Ah, the athosphere is more blue than, I don't know, grey or green, birds have their belly down when they are alive and fishes have it way up when they died. Anything else neo. ?
epic :lol:
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neo0.
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Post by neo0. » Mon Nov 24, 2008 12:54 pm

Some images of what I am trying to achieve
Image
Image

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Borgleader
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Post by Borgleader » Mon Nov 24, 2008 1:23 pm

Didnt you already post one in the first post of this thread?
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Grimm
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Post by Grimm » Mon Nov 24, 2008 5:05 pm

Hi neo0,

I did something similar here:

http://www.vimeo.com/1785327

I used a real satellite image (MODUS data) for the texture. I then used Blender's composite nodes to blur the image and composite it behind the original to create the atmosphere. I think I also color corrected the blur to be more blue.
Grimm

neo0.
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Post by neo0. » Mon Nov 24, 2008 5:54 pm

Did you use two seperate maps for the clouds and the earth?

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Grimm
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Post by Grimm » Mon Nov 24, 2008 7:17 pm

Nope, just used the one image, although I did create an exponent map from the original for specular reflections. You can control the depth of the atmosphere by changing the number of samples the blur uses.
Grimm

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