node generated textures

Description: Tips for creating and manipulating planet textures for Celestia.

John Van Vliet
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John Van Vliet
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#1by John Van Vliet » 24.10.2016, 21:13

one nice thing about using blender nodes to make textures is
--- Seasons ---
Image Image Image

mind you each of those 2k maps takes 12 minuets to render

John Van Vliet
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John Van Vliet
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#2by John Van Vliet » 27.12.2016, 02:08

just having some fun
one more cloud texture and a node set up for it
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john71
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#3by john71 » 27.12.2016, 14:20

Nice! I have just discovered Gimp has map and cloud pattern functions...

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#4by John Van Vliet » 29.12.2016, 00:20

been rewriting the node set up in blender for planets
a preview
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and a shaded relief ( gimp-2.9.4 was used for the shading )
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#5by john71 » 29.12.2016, 14:02

Very nice, but why are you using bump maps on the actual surface textures?

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#6by selden » 29.12.2016, 14:20

john71,

What do you mean by the phrase "bump maps on the actual surface textures" ?

Are you referring to the regions which are white in both types of images?

The white areas on surface texture images depict snow and ice. Snowfall happens both at high latitudes, near the poles, and at high altitudes, on mountaintops.

The white areas on the bumpmap images indicate the highest altitudes: the mountaintops.
Selden

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#7by john71 » 29.12.2016, 14:39

selden, I mean I make planets in Celestia using 4 maps: surface, specular, bump and cloud maps.

Surface maps are (at least for me) pictures of the planet's imaginary flat surface as you can see every part of it from above at noon. They don't have depth or 3D perspective.

Bump maps are creating shadows. This creates the illusion of a 3D surface.

Added after 8 minutes 20 seconds:
What I mean is that surface maps are uniformly illuminated...
Last edited by john71 on 29.12.2016, 14:49, edited 1 time in total.

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#8by selden » 29.12.2016, 14:48

If you are referring to the "shaded relief map" that JohnVV includes with most of his posts, that's for your visual enjoyment, not for use in Celestia.

In his most recent post, for example, he included a bump map, a surface texture map (which is illuminated as you describe) plus a shaded relief map.
Selden

john71
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#9by john71 » 29.12.2016, 14:51

Oh I see. That's OK. But it seems like some kind of shadow or depth for me...

Added after 1 minute 59 seconds:
I'm talking about the shaded relief map...

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#10by John Van Vliet » 29.12.2016, 18:17

most people can not visualize what the surface will look like with the height data
so i add a "shaded relief" for visualization

this is also why i post a 8 bit copy of the 32 bit heightmap
it is very HARD for people to see data in flotation point images ( values between 0.000000000...0 and 1.000000...0)

Normalmaps are what i use BUT it is hard to read them
Image

in the 8 bit normalized image
Image
it is easier to see the topography

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#11by john71 » 29.12.2016, 18:24

The bump map is really good! I understand your reasons and from far away the planet looks more real this way. But first it seemed somehow too artificial...

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#12by msfallah » 30.04.2017, 11:52

The Texture Coordinate node is commonly used for the coordinates of textures, typically used as inputs for the Vector input for texture nodes

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#13by John Van Vliet » 14.05.2017, 16:26

The Texture Coordinate node is commonly used for the coordinates of textures,
while true using it as a input for the noise gives good results and allows for easy changes in the output


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