Node Materials Examples

Personal challenge, find an intuitive method to give this aliasing at any range with a single pass. :grinning:

That’s a fun one and I bet you learn a few cool things.

There are a couple hacky solutions to this, a couple industry standard methods and maybe one or two you might figure out on your own.

Honestly that’s a gold mine of knowledge when it comes to rendering, at least speaking from personal experience.

can anyone here tell me how to get the edges of a mesh in the node material editor

@TheScientist not totally sure what you are trying to achieve but usually it is done by applying a Sobel filter: https://halisavakis.com/my-take-on-shaders-edge-detection-image-effect/ Image Effects | Part 4 - Edgy Talk
GLSL Fragment Shader: Sobel Edge Detection · GitHub

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Been a bit since we’ve seen one of these, so let’s see YAPE - Yet Another Planet Earth Node Material.

This beaut has built-in cloud animations, uses most PBR nodes, and best of all - the textures were provided by the kind folks at NASA!

I’m open to feedback on how to make better use of some of the textures – for instance, I don’t think I’ve been using the specular map correctly - and I’d be interested to see how a better lighting setup might improve the look as well (larger light radius, intensity, etc.)

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epic topic!!!

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It’s already a good base. Thx for sharing. This can be very useful actually.
I hope others will want to may be add their own additional touch.
If I get a chance, I may want to have a look at it and add/edit some clouds. In other words, remove the clouds and create a clouds ‘layer’. May be with a combination of opacity texture and emissive? We’ll see…
It’s mostly a work of textures and lights now, but the base is here.
Again, a great effort. I luv it.

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Thank you for saying that! I did end up putting this into a PG with a somewhat realistically modeled light setup here

Ed: regarding the clouds, a previous version done in code using PBR material made the clouds show on the dark side, so emissive might not work for that, but for city lights…

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Yes, the emissive will require light (obviously). That’s why I said ‘may be’. It was just some quick design thinking. I was only thinking of giving some more ‘volume’ to these clouds and a bit more of a dynamic alpha/opacity look n’ feel. Something more ‘lively’. But from your new PG I can see this part has already been worked and improved :smiley: Again, really cool. Thanks for that.

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