Well, I’ve gotten behind and let my post queue evaporate Over Spring Break, I drove the family down to California. It was a good vacation, but I didn’t have a chance to send any posts up the pipe. Since returning, I’ve been sick and tired most of the time. That and the seemingly futile job-hunting have taken a lot of my time. I have been working on some things in the last week or so, but the going’s been slow.
After the last Java update, all my projects on Eclipse were broken, so I needed to fix that up. I managed to get my StarBase stellar database project up and kinda running, but getting PlanetGenesis was first priority.
After a lot of false starts and some slow going, I did get a gas giant texture going using PlanetGenesis to create the backing noise, the Liquify filter in Photoshop to add some nice swirling storms to the effect and a gradient map adjustment to colorize an rgb diffuse texture. A little painting later, and I fed the original swirled 16-bit grayscale bump texture and the diffuse texture I made into Blender and rendered with Cycles. I had some boneheaded issues like feeding the normal vector output through a multiplication node instead of passing the input image texture through the multiply. That caused problems with the shader that took an absurd amount of time to figure out and fix…
Anyway, I do have a pretty…-ish picture to show for all of that(and a lot of Photoshop crashes…), so I’ll share that with you.
I will have a post up next week(I promise!), but I may not get it up by Monday.
Thank you for your patience,
Did a little bit more on it. This isn’t a complete thing, but it was good experience and it will help me on my next post. Basically, I added a bit of edge blurring in post to make the planet look a bit more like a big ball of glass and less like a solid plastic ball. This is about the best I can do with what I have here. My actual post for the week will be started from step zero. I’m also posting a zip of the blend file and input imagery, so you can take a look if you like. I spent a bit of time organizing the shader and composition node trees to make it a little clearer what I was doing. On to greater things!