Author Topic: Basic Gas Giant  (Read 288 times)

Offline WASasquatch

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Basic Gas Giant
« on: March 13, 2018, 08:34:46 AM »
Refined my original setup which was a mess of somewhere around 30 nodes. I knew a lot of what I was doing was "stacking" rather than achieving something unique with less PFs. If that makes sense. In fact, I believe I have created a better Gas Giant than my previous, with half the nodes, and added global clouds displaced by the terrains same displacement (thinking of possible altering this), so it mixes with the spots. Spots are also still masked in with the master cloud form displacement as the spots PF is rather chaotic.

Forgive my rich colors. I have a thing for this sort of color palette.

Post processing: Levels (increased mid-point), Bloom (made an action based on levels and Gaussian blur and desaturation), High-Pass + Smart Sharpen.
« Last Edit: March 13, 2018, 08:37:02 AM by WASasquatch »
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Offline bobbystahr

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Re: Basic Gas Giant
« Reply #1 on: March 14, 2018, 04:02:04 PM »
nice work!
something borrowed,
something Blue.
Ring out the Old.
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Offline Chris-HB

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Re: Basic Gas Giant
« Reply #2 on: March 24, 2018, 08:18:14 PM »
Great  :) ! How did you do this?

Offline WASasquatch

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Re: Basic Gas Giant
« Reply #3 on: March 24, 2018, 10:52:33 PM »
Great  :) ! How did you do this?

It's basically based on gas giant designs seen around the forums, however utilizing large scale fractals, and lots of color blending, as well as some warping and atmospheric clouds using the same warper.

Have a look at the TGD.
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Offline N-drju

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Re: Basic Gas Giant
« Reply #4 on: March 26, 2018, 06:30:28 AM »
Good attempt. I like it. Must have been a lot of work with the masks - especially the cyclones.
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Offline WASasquatch

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Re: Basic Gas Giant
« Reply #5 on: March 26, 2018, 06:58:26 AM »
Good attempt. I like it. Must have been a lot of work with the masks - especially the cyclones.

Those spots I basically just made a large PF warper, and than played with seeds until I found nice spots I liked. Than I just remembered their positions and than masked them in with the painted shader set to 3D. Masking in the spots was necessary because the rest of the PF map creates undesirable shapes.
Art can be a window into the soul

 

anything