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All-black backgrounds are a good starting point for space. But overlaying that black with some white points from a Voronoi Texture can be handy way to procedurally create a starfield along the way.
![](https://cdn.myportfolio.com/3320f8110876cef681e4e51ab15222c5/acb0056a-e0dc-4e4d-bf9a-2eb549b6e19d_rw_1920.png?h=d5d4d36cf024457dc5c6819425fb6463)
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After creating the sun itself, I wanted the atmosphere to only show where the sun light was hitting the planet.
This means that the shading needs to adapt to where the Sun is pointing -- which is mainly done by using an “empty” object that tracks the sun and drives a gradient mapping of lit areas on the planet surface.
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Water, ice, partially-frozen ground... all of these are separate aspects of a frost-world’s geography. And with Blender’s ability to mix nodes together, I was able to control each as a separate grouping of nodes -- driven by their own noise textures -- and then blend them in to the final “base color” of a single, rendered BSDF shader material.
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![](https://cdn.myportfolio.com/3320f8110876cef681e4e51ab15222c5/6502e59c-57af-4e3d-b627-2a7ba160be65_rw_1920.png?h=efefb3845c32f202ad2996df676ba543)
Using Transmission to Create “Iciness”
Lightly-colored parts of the planet surface are mapped to have a higher transmission value -- given them a slightly “glassier” appearance.
Adding Mountains as Bump Maps
Similar to driving the base color with values that represent different types of surfaces, noise textures can drive a bump map that gets fed into the shader’s “normal” socket in order to create mountains.
Compositing Effects
As always, the compositor is a handy tool for some extra wizardry. Just a few examples:
- Atmospheric Glow + Base Surface Glare
- Sharpening the image
- Extra glows and subtle distortion for the stars.
- Sharpening the image
- Extra glows and subtle distortion for the stars.