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Planets - Only Emission BSDF - Blender3D

Rendering planets and the moon with ONLY one emission shader. I created the diffusion pass using a common ray-tracing technique for rendering sun lights, where the diffusion intensity is the dot product of the normalized light direction. That can be multiplied by the albedo (and AO if it makes at least a mildly noticeable difference) to get the diffusion pass. Softer lights can be created by passing the pass through a gamma transform. The glossy pass is the same, but with a very high gamma value. They are mixed using fresnel, with the mix RGB node. The clouds are then added with mix RGB and multiplied by the diffusion intensity, and the atmosphere is added (like clouds) based on fresnel instead of a cloud map. Lights are added with the "add" mix node. Filmic colorspace is fully emulated in post by F(x) = normalize(max(0, arctan(x)/π)).

Mars! Unlike the last one, I made the light softer because I found it was in the real world. And it has a yellow-orange outer haze.

Mars! Unlike the last one, I made the light softer because I found it was in the real world. And it has a yellow-orange outer haze.

It's the earth! And some people have started turning on their lights in the night areas. And it has a cyan-blue outer haze.

It's the earth! And some people have started turning on their lights in the night areas. And it has a cyan-blue outer haze.

It's the moon! No atmosphere, no haze.

It's the moon! No atmosphere, no haze.

Closeup, because those are cool. I actually rendered this one a while ago in early 2019! This is also fully emission. Although the moon is MUCH simpler than planets are.

Closeup, because those are cool. I actually rendered this one a while ago in early 2019! This is also fully emission. Although the moon is MUCH simpler than planets are.

Moon Simulator Pro Trailer - I made this in early 2019 also, when I started experimenting with math to create only emission stuff. The moon looks pretty good with only diffusion and reflecting a perfectly black background.

This is my material node setup.

This is my material node setup.

This is my compositing setup.

This is my compositing setup.

This is the SV normalize node. It just normalizes the value and saturation. I made this a node since I use this multiple times and can therefore reduce clutter and repetition of sections.

This is the SV normalize node. It just normalizes the value and saturation. I made this a node since I use this multiple times and can therefore reduce clutter and repetition of sections.