Procedural Planets

I have been playing with Blender at least a little each night, although I haven’t dedicated as much time to it as I would like. However, I am happy that I am building a nightly habit of opening and using Blender.

During my sessions, I created a few procedural planets/moons. Then I created a still scene using the linked objects and rendered a 4K image:

Procedural planets (click for full size 4K image)

As I mentioned, all of the planets were procedural, which means I didn’t use any external textures in the scene.

The main planet uses a combination of Gradient, Wave, and Noise textures to achieve the banding. The rings are a very simple UV map combined with a Noise and Color Ramp.

The other two objects are also procedural. The closer one I modeled as a simple moon, with some Noise nodes to add variation to the surface. The further object is modeled as a habitable (aka “Class M“) planet, again using Noise textures to drive the different land/sea/cloud areas.

And finally, the background stars use a simple technique I’ve seen in multiple Blender tutorials, connecting a Noise texture to a Color Ramp in the World Shader.

Now time to decide on some new subjects to work on in Blender!