Earth%20Tutorial.pdf

(28228 KB) Pobierz
Earth Tutorial
Second Edition
Building Earth in Blender
This tutorial demonstrates how a very realistic Earth may be built and rendered using
the Blender software. Weʼll learn how to
• build and render a photographic-style Earth which may be viewed from reasonably
close distances
• build and render a moon-lit Earth which may be viewed from reasonably close
distances
• build and render a “Blue Marble”-style Earth which may be viewed from very close
distances
I know there are already a lot of Earth tutorials out there - but none of them showed
me how to get quite the effect that I wanted. In addition (and this was frustrating to me), I
found that some of them did not fully explain how to achieve the perfect example renders
they sported. Hopefully, in this tutorial, you will learn how to achieve a nearly exact copy
of my example renders, pixel for pixel!
All of the textures used in these models are free. They come from NASAʼs Visible
Earth project. These are no-nonsense, high resolution textures.
In this tutorial, Iʼm assuming that you know the basics of the Blender software; how-
ever, Iʼm also assuming that youʼve never built a 3D planet before. Are you ready to get
to work? Weʼll start on page 3.
* * *
403447981.002.png
Part I
403447981.003.png
Hereʼs an overview of how weʼre going to build our Earth
model: our planet will consist of ive icospheres. The irst ico-
sphere will be the land surface, the next sphere will be the cloud
layer, the third sphere will be the cloud shadow-casting layer, the
fourth sphere will be the atmosphere fresnel effect, and the last
sphere will be the glow of the atmosphere. Weʼll download and
apply some spherical maps to the spheres, and use the node edi-
tor to give the inal touches.
The irst step is to download the maps weʼll be needing.
Weʼll be using four textures for our irst model. Two of them I
edited myself with the aid of Photoshop, so weʼll be download-
ing those from my own website.
With one exception, all of the maps I used in this project
came from this collection:
http://visibleearth.nasa.gov/view_set.php?categoryId=2363
&p=1
Iʼll now give some direct links. The topography map, which
weʼll use to give Earthʼs mountain ranges a bit of a boost, came
from this page (I used the “5400 x 2700 JPEG (645KB)” map):
http://visibleearth.nasa.gov/view_rec.php?id=8391
Next, weʼll need the clouds map, which can be found at this
page (I used the “8192 x 4096 TIFF (34.2MB)” map):
http://visibleearth.nasa.gov/view_rec.php?id=2432
Finally, weʼll download two maps from my own website.
Both maps originally came from the Visible Earth project, but I
modiied them in Photoshop to get the effects I wanted. For the
irst map, I made use of the “replace color” tool in Photoshop
to edit the land and water colors; for the second map, I simply
down-sized a much larger map.
http://web.olp.net/wildernesslodge/land_ocean_ice_
8192%20(modiied).tif
http://web.olp.net/wildernesslodge/world.watermask.(8192%
20modiied).png
The land map is a variation of the Visible Earth land map
found at this link (I used the “8192 x 4096 TIFF (31MB)” map):
http://visibleearth.nasa.gov/view_rec.php?id=2430
The mask (black and white) map is a scaled-down copy of
403447981.004.png
the “world.watermask.21600x10800.png” map found at this
directory:
http://mirrors.arsc.edu/nasa/landmask/
Youʼll want to check the copyrights and terms of use of
these maps. I provide the necessary credits for all the maps at the
end of this tutorial.
Now that weʼve got the maps, letʼs make a directory in
which to store the maps. Make a new Blender ile and place it
in the same directory as the maps (this will make linking to the
maps a little easier). Letʼs move to the next step: building the
planet model.
* * *
Open the Blender project and delete everything but the cam-
era. Press ʻnʼ key to open the Transform Properties, and give the
camera these settings:
LocX: 0
LocY: -39.07
LocZ: 0
RotX: 90
RotY: 0
RotZ: 0
Move the camera to layer 11 (press alt + 1 to enter). Weʼll
be using the bottom row of layers (11-20) for our cameras and
lamps. For now, weʼll want to show layers 1-4 as well as layer
11, in the 3D Viewport. Give the camera a Clipping End value of
5000.
Add an empty to layer one, give it a size of 10, and center
it at the origin (the center of the 3D space). Weʼll be using this
empty to animate/control our planet.
Now itʼs time for the planet itself. In layer 1, add in an ico-
sphere of subdivision 4 and radius 12. Make sure the sphere is
centered at the origin. Set it smooth, and give it a level 2 subsurf.
This will be the land surface sphere.
Duplicate the icosphere, and set the scale x, y, and z of the
new sphere to 1.002. Move the sphere to layer 2. This will be our
cloud layer.
Still in layer 2, duplicate the cloud sphere, and set the scale
x, y, and z of the new sphere to 1.003. Move the sphere to layer
3 - this will be our atmosphere fresnel sphere. Finally, duplicate
that sphere, set the scale x, y, and z of the new sphere to 1.008,
and move the sphere to layer 4. This will be the atmosphere
glow sphere.
Weʼll make our cloud shadow-casting layer a little later.
Parent the three outer spheres to the land surface sphere, and
parent the land surface sphere to the empty. Go ahead and give
the empty a RotX of -23.44 (the actual tilt of the Earthʼs axis).
From now on, we can rotate the Earth about its local z axis (by
rotating the land surface sphere) to simulate the planetʼs spin, or
403447981.005.png
about the global z axis (by animating the empty) to simulate its
orbit position. I used a RotZ (global) of -100 on the empty for
my western hemisphere render (as seen on page 1).
Since the Earth has been tilted on its axis, we need to tilt
the camera next, so we wonʼt get a “crooked” render of Earth.
I gave the camera a RotY of 15.437. While weʼre at it, letʼs add
the sun lamps for our planet. Add a sun lamp into layers 1, 2, and
4 (yes, the same object can be in more than one layer at a time!).
Use a rotation X of 90, a RotY of 0, and a RotZ of 47.317. Give
the lamp an energy of 1.3, with a distance of 5000. Turn on the
lampʼs Layer button. Make sure Ray Shadows are enabled.
Duplicate the lamp, and move the new lamp to layer 3. We
need two separate lamps because of the way weʼll split the lay-
ers using nodes. You can constrain the second lamp to copy the
rotation of the irst lamp, to avoid any confusion. Weʼve inished
building our model; now itʼs time to give it some textures.
* * *
Weʼll start with the ground sphere. Add a new material, and
name it appropriately. Give the material a color of
R .122
G .145
B .200
Set the specular color to
R .791
G .821
B .889
For the shaders, use a Minnaert diffuse shader with a Relec-
tion value of .6 and a Dark value of .325, with a Blinn specular
shader with these values:
Spec: 1
Hard: 50
Refr: 2.7
Turn the “TraShad” button on (this is important when it
comes to the shadows from the clouds).
We need three textures for our ground sphere - the ground
map, the topo map, and the mask map.
Add an image texture to the ground sphere, and load the
ground map. Give it a ilter size of .1, and turn on the Min but-
ton. Weʼll do this for every image texture in our Earth models
from now on; it will allow us to render the textures with maxi-
mum detail, yet without getting an overly sharp image. We wonʼt
be using the imageʼs alpha channel - I found this produced some
distracting outlines on the edges of the land masses. Under the
Map Input tab, choose the Spherical mapping option. This will
map the image correctly onto our sphere.
Add a second image texture to the ground sphere, and load
403447981.001.png
Zgłoś jeśli naruszono regulamin