Some progress shots of work I’m doing for a client. Using low-resolution (8k * 4K > 1K) maps for now just to test the material Shader, which is where all the magic happens. All the Atmospheric stuff such as colour, density, etc. can be tweaked in real-time so you can completely change the look without having to swap out textures or using any texture lookups at all.
The final surface texture will have a 65,536 Pixel-Resolution around the equator, and be completely seamless. I’m doing this by splitting the globe into identical chunks, re-baking textures based on projection in Maya and having 4 UV-layers on each chunk for different resolutions/global mapping and various other things. I’d also like to split up the BRDF-styles for each section too, using Minneart for the clouds, Oren-Nayar for the Topography and perhaps just default for the oceans. Very tempted to write a paper on this when I’m done, as some of what I’m doing hasn’t been mentioned anywhere before that I know of and is a combination of loads of techniques (Can’t reveal the secrets yet!) Here’s the progress I’ve made so far (click images for High Res).
Earth In Space
Earth Shader (Surface Only)
Bro Do U Evn Parameter
Massive shout-out to Everett Gunther for showing me a great way to generate cloud-shadows on the surface, and also a good starting point for the atmosphere effects. I’m likely going to switch to the method proposed by Sean O’Neil at a later date once I get some help translating the math, and also try to incorporate JBaldwins awesome eclipse shader. (If he’d be so kind as to help me figure out how to do all the offsets in the Material ;))
Hope you like!