The Planets Suite | Fully Procedural Planet Materials
Using the planet shaders
Most sliders on the full planet shaders follow a simple color / scalar input (the exceptions being vector inputs for items like crater locations, storm locations, terrain offset, etc.).
Included Custom Nodes:
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Additional Planet Layers
- Atmosphere (adds subtle atmospheric glow, Raleigh scattering and glare to planets, works best in Eevee)
- Sun_Glow (similar to atmosphere, but specifically for the sun/star type objects)
- Planet Lights (city lights glows on the shadowy areas of planets)
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Clouds Layer Types
- Clouds_Earth
- Clouds_Jupiter
- Clouds_Mars
- Clouds_Neptune
- Clouds_Venus
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Craters
- Craters (creates recessed craters / crater mounds, such as those on the surfaces of the Moon, Mercury)
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Full planet Shaders
- Planet_Earth
- Planet_Jupiter
- Planet_Mars
- Planet_Mercury
- Planet_Neptune
- Planet_Pluto (sorry)
- Planet_Saturn
- Planet_Saturn_Rings (for Saturn dust rings)
- Planet_Uranus
- Planet_Uranus_Rings
- Planet_Venus
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Additional Celestial Bodies
- Star_Sun
Bonus Extra Shaders
- Noise Texture Tricolor (multi level noise custom node, which outputs three colors blended together using the scalar/vector input values)
- ColorRamp Manual (Allows more fine scalar control of color blending, as well as direct input of colors)
- Planet Noise (Similar to Noise Texture Tricolor, but also incudes the "Anomaly" inputs - used to generate storms)
Node Groups
Earth
Jupiter
Mars
Neptune
Uranus
Saturn
Venus
Sun