cratercracker

The whole solar system! [drawings] [You can participate]

Recommended Posts

48 minutes ago, Adstriduum said:

I'd like to see this somewhat active again.

Who knows.

I suppose this counts:

lbqhj4q.png

Got any suggestions for software to color this with an acrylic/oil style? OneNote is smooth with the pen, but otherwise I wouldn't call it a real drawing program...

I also have an image of planets colliding in my head that's been there quite a while, maybe I can do it justice soon...

  • Like 3

Share this post


Link to post
Share on other sites

My Kepler-186f made from a procedural planet generator I'm tinkering with.

rfH6Ll2.png

 

  • Like 4

Share this post


Link to post
Share on other sites
On ‎11‎/‎27‎/‎2018 at 9:44 PM, esinohio said:

My Kepler-186f made from a procedural planet generator I'm tinkering with.

rfH6Ll2.png

 

You sure that's procedural? :0.0:

Looks great!

Share this post


Link to post
Share on other sites
10 hours ago, Adstriduum said:

You sure that's procedural? :0.0:

Looks great!

Thanks!!  The node tree looks like a spaghetti mess but it works.

tZmw3Dk.png

Basic breakdown:

To the very left is the workhorse of it all that generates the planetary noise.  It uses a few sliders to adjust the land size and the amount of 'water' goes into ocean areas, it also serves as the main mask between water and land.  Now as we stack things up in the center portion we add various parts to the planets.  More land and sea controls at the bottom.  Above that is where we can add 'rivers' or cracks in the planet that we can constrain to only land areas.  Next comes craters, icecaps, and finally the ability to add city lights to the dark side areas. Colors, roughness and bump information sits in the center section.  All that gets plugged into some basic shaders on the right and finally to the material output. shew!

This would be the Mk 1 version of the node tree that I created by following along with a tutorial.  My newer one is a vast improvement as I've fixed the craters to be more prominent if I want them to be and added more biomes to the land areas.  How they did the night light masking is a bit dated and I updated that to work for animation in case I want to have fun with my planetary creator in the future.

To do : Set this all up to bake textures out of the procedural portion.  Just need to add some image textures plugged into various points and I'll be able to pump out diffuse, glossy, height, normal, and roughness maps of every planet.  Would be fun to see some of these creations show up as planets in KSP.

 

edit: clouds and atmosphere are on separate layers.

Edited by esinohio
  • Like 3

Share this post


Link to post
Share on other sites

Did you write python scripts or any plugins for Blender for this ?

Edited by Green Baron
  • Like 1

Share this post


Link to post
Share on other sites
7 hours ago, esinohio said:

Thanks!!  The node tree looks like a spaghetti mess but it works.

tZmw3Dk.png

Basic breakdown:

To the very left is the workhorse of it all that generates the planetary noise.  It uses a few sliders to adjust the land size and the amount of 'water' goes into ocean areas, it also serves as the main mask between water and land.  Now as we stack things up in the center portion we add various parts to the planets.  More land and sea controls at the bottom.  Above that is where we can add 'rivers' or cracks in the planet that we can constrain to only land areas.  Next comes craters, icecaps, and finally the ability to add city lights to the dark side areas. Colors, roughness and bump information sits in the center section.  All that gets plugged into some basic shaders on the right and finally to the material output. shew!

This would be the Mk 1 version of the node tree that I created by following along with a tutorial.  My newer one is a vast improvement as I've fixed the craters to be more prominent if I want them to be and added more biomes to the land areas.  How they did the night light masking is a bit dated and I updated that to work for animation in case I want to have fun with my planetary creator in the future.

To do : Set this all up to bake textures out of the procedural portion.  Just need to add some image textures plugged into various points and I'll be able to pump out diffuse, glossy, height, normal, and roughness maps of every planet.  Would be fun to see some of these creations show up as planets in KSP.

 

edit: clouds and atmosphere are on separate layers.

I think that these planets would be good enough to make it into a mod.

  • Like 1

Share this post


Link to post
Share on other sites
11 hours ago, Green Baron said:

Did you write python scripts or any plugins for Blender for this ?

No, this is all just some fun in the node editor with a tiny bit of nudging in the compositor for some blur to the atmosphere.  

  • Like 1

Share this post


Link to post
Share on other sites
13 hours ago, esinohio said:

No, this is all just some fun in the node editor with a tiny bit of nudging in the compositor for some blur to the atmosphere.  

If you can export these maps you can get a really nice planet pack.

Share this post


Link to post
Share on other sites

Ey we allowed to post pictures of rockets and stuff too right? 

Share this post


Link to post
Share on other sites

Not a drawing but I think this fits the theme of this thread, it's a recording I made a while back, right after the Ultima Thule flyby.

 

  • Like 1

Share this post


Link to post
Share on other sites
Posted (edited)

Here's some quick drawings
In one I was experimenting with my new markers and the other one I just wanted to do something rockety  whilst in holidays (so sry for the bad paper)

Falcon 9 and Shavit (Small israelean rocket)

pjzlndg.jpg

nea7ruR.jpg

Edited by ScaryTerry
  • Like 2

Share this post


Link to post
Share on other sites

I don't know why I didn't upload this sooner, here is a theme for Mercury that has been sitting on my hard drive for a while:

Also Venus:

 

Edited by cubinator

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now