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Almost there..Extrasolar Planet rendered in Thea...A couple small challenges...Please help.

Done in Thea Studio

Literally after years of experimentation I decided to sit down and figure this out. I've always wanted to make planets for space scenes and make them well. There are certainly better platforms to do that that then Thea but being those other platforms are expensive and take years to learn I decided to push Thea to see what it could do.

Tropical Moon Model mechanics:

6 spheres (each one slightly larger then the last):

Surface
Clouds
Low atmosphere
Medium atmosphere
High atmosphere
Super High Atmosphere

This is how I got the atmosphere effect. I used the four atmosphere spheres as a clear thin glass material, set to Interference ON, thickness at 0.00. This way the glass doesn't render but acts as a "container"
Each sphere then uses a Medium with gradually less density and darker shades of blue to fake atmospheric thickness falloff with altitude.

Here's the result (short render, forgive the render quality):

Moon Sunset Layer TEST 2 small.png


Two things remain unresolved:

- Amber dust color (sunset light) in atmosphere on terminator.

I've tried a number of things to get the effect. I've added an amber tint to one of the atmosphere layers but that unfortunately just tints the whole surface vs. just at the terminator. I think I've tried every single combination of settings and densities in the medium settings to get this to work and I can't get the effect I want. If I make one of the medium layer amber then that amber color shows on the edge of the planet in direct sunlight which isn't correct.

The light from the sun needs to create a color shift to the sunset amber the farther it passes through the medium. If you look at the image the thin "blue sky" ring on the sun side is picking up sunlight directly overhead.

Is there any way to get the color in the medium to shift the more of it the sunlight passes through? Or another method? This would give that sunset light effect on the terminator.



Getting the atmosphere to fall off with height from surface sphere:

Does anyone know any way to get the density of medium to fall off the farther away from the inner surface it gets or another method to accomplish an atmosphere effect so I can abandon the multi sphere approach? I want this because when zoomed in the multi sphere method obviously doesn't hold up.

Can either of these issues be resolved using a Fresnel Ramp texture? If so any suggestions on how to use and map it?
 
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Frederik

Well-known member
Beta Tester
Check out this very old thread…
 

Sorceress21

New member
Check out this very old thread…

No. I've seen this before and it looks worse than my efforts by a long margin. But thank you. Firstly his work looks mediocre at best, it really does, no concept of depth, incorrect lighting, terrible background stars that are way to pronounced and bright, just to name a few. Fine for somethng like a magazine add or something similar but not what I'm looking for. It's about as far away as a photoreal-ish looking planet as you can get. A clipping map plane between the sphere and the camera is not even remotely a good solution for this challenge. This planet model will be used as a template for many other worlds, from all sort of distances and angles so the nightmare of a getting a clip map plane positioned correctly (which he didn't even remotely do) every single time is just not the way to go here. These are for high quality static renders and background shot for spacecraft animations.

Frankly, my approach at using multiple spheres with mediums looks way better and gives far superior looking end results.

Artists have a bad habit of way overdoing the atmosphere effect. When you look at actual photographs of the Earth and other planets in the solar system the atmosphere halo is barely visible unless the photo was taken from close orbit. Real world even my effort is too much.

I'm pretty happy with how this is going. I'd just really like to come up with something that'll solve the terminator sunset light issue. Ultimately I can add more spheres to get more gradient I suppose for lower orbit shots.
 

Frederik

Well-known member
Beta Tester
Well… It certainly is a very old thread, but perhaps you could get ideas…??

There also this thread…
 

Sorceress21

New member
Well… It certainly is a very old thread, but perhaps you could get ideas…??

There also this thread…

I do appreciate your time and suggestions. I had seen that one a while back. I think the Op was on the same track as me. I'm certainly approaching the limit on what Thea can do with this type of render, I mean it's a wonderful application for a lot of different scene types even scifi based, but wrapping a medium with a falloff ramp around a sphere does not seem possible with my skills if it's possible at all. I do still think there's a possibility of achieving a bit more with the program but I'm at the absolute limits of my knowledge. I think Fresnel ramps textures may be the key but I played around with them and just couldn't get one to map properly or work quite right.

It may be the only way to do this is with true volumetric functions which Thea Studio doesn't have. To achieve what I want there needs to be a way to assign a medium that has a directional ramp. The scatter and absorption densities of a medium would have to adjustable to become less dense the farther away from it's container it got. That's really the key to a realistic atmosphere or even ground fog for that matter. All my experiments to date have the mediums within my containment spheres completely consistent and there seems to be no way to adjust that.

As to my terminator sunset light issue Thea Studio lacks a couple things the free predecessor Kerkythea had would solve this, being able to control the actual color of shadows and the color of light falloff. If Thea Studio can do that I've never found where or how.
 
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