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File: c4Yxc (1).png (484 KB, 840x840)
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Maybe the wrong place for this, but I think it fits the topic.

I want to know how to create unique planet maps with custom terrain types (like salt flat plains, basalt dunes, ice caps etc.). I want mountainous erosion, glaciers, stuff like that, and natural looking landforms that don't just look like perlin noise. The map must have a heightmap and a colourmap, and height shouldn't strictly be tied to landforms like SpaceEngine does. For this specific project I'll also need shield volcanoes and equatorial ice caps (it's a tidally locked world). Can anyone point me in the right direction like what software/toolkits I need? And also, is it possible to make highly customised cloud maps for my world, like subsolar vortexes, wispy terminator clouds etc.? The maps must be either equirectangular or cubemap projection.
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Sorry, I meant hemispheric ice caps, not equatorial.
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Oh, and the world has a stagnant lid surface, so no need for tectonic plate simulations.
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>>1029515
Nevermind it, I figured it out.
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Imo the hard part is making them round
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>>1029523
so how do you do this?

I'm still choosing which software to learn but this sounds like something i'd like to start with
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>>1029853
That wasn't me. I'm still looking for an answer. I used SpaceEngine with Rodrigo + TPE for now, but it feels kind of cheaty.
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>>1029513
Gaea2?
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bump. I also want to learn how to make cool planets. an efficient way
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File: gasgiant_02.jpg (262 KB, 1920x1080)
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For gas planets I usually use distorted ramps with some Jupiter like colors.
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File: mojoworld.jpg (237 KB, 923x1200)
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>>1029513
newfags dont know about mojoworld

grim

https://archive.org/details/mojoworld3
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>>1029513
I'm wondering this. I'm a blender expert but while blender does everything you could need for putting all the shit together, actually making a detailed and realistic (throwing random nose textures at the wall don't count) planetary terrain is beyond the scope of what blender can do, unless some super useful add on is flying under my nose.
Right now I'm experimenting with KTT for Houdini. In Houdini you can make second to none terrains, but translating this to a global map is the hard part.
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>>1031457
I come across many examples of great planetary maps on DA, but no one actually says how they make them. I'm also in JayChoken's Discord server but when I ask how he or others make their planet maps they never answer. His "planet making toolkit" video was also garbage.
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I guess it really depends on how realistic you want the whole thing to be. As someone above said, making it round is the problem. You could use something like world machine to generate terrain, or a bunch of noise modifiers and wrap it around the world, then use a 2nd uv set for the poles. You could then use a bunch of colour ramps on the heightmaps for oceans and mountaintops. Depending on what you use your kind of limited for the rest, biomes, terrain texturing, erosion things like that.
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>>1031025
thank you (oldfag) for introducing me (newfag) to mojoworld
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File: Planet-Fuck.jpg (131 KB, 1583x1014)
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I tried making a planet with shader nodes in blender. I don't really like it, i'm not sure what level of roughness a planet should have desu. It's just a bunch of noise textures used a displacement and then going colour ramp low (water) > mid (grass) > high (snow capped mountains)
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>>1031544
I dunno, I like it a lot. There seems to be enough control to get the beaches to show up where you want them. Once you add the atmosphere and a cloud layer, it will all blend together nicely. Don't do the clouds procedurally. This never works. The NASA page has a nice cloud layer that everyone uses.
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>>1031544
>what level of roughness a planet should have
At these scales completely rough and the oceans around 30%. The atmsphere adds another diffusion layer on top.



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