The Planets Suite | Fully Procedural Planet Materials

by Lincoln Antonio in Models

Using the planet shaders

Most sliders on the full planet shaders follow a simple color / scalar input (the exceptions being vector inputs for items like crater locations, storm locations, terrain offset, etc.).

Included Custom Nodes:

  1. Additional Planet Layers
    • Atmosphere (adds subtle atmospheric glow, Raleigh scattering and glare to planets, works best in Eevee)
    • Sun_Glow (similar to atmosphere, but specifically for the sun/star type objects)
    • Planet Lights (city lights glows on the shadowy areas of planets)
  2. Clouds Layer Types
    • Clouds_Earth
    • Clouds_Jupiter
    • Clouds_Mars
    • Clouds_Neptune
    • Clouds_Venus
  3. Craters
    • Craters (creates recessed craters / crater mounds, such as those on the surfaces of the Moon, Mercury)
  4. Full planet Shaders
    • Planet_Earth
    • Planet_Jupiter
    • Planet_Mars
    • Planet_Mercury
    • Planet_Neptune
    • Planet_Pluto (sorry)
    • Planet_Saturn
    • Planet_Saturn_Rings (for Saturn dust rings)
    • Planet_Uranus
    • Planet_Uranus_Rings
    • Planet_Venus
  5. Additional Celestial Bodies
    • Star_Sun

Bonus Extra Shaders

  • Noise Texture Tricolor (multi level noise custom node, which outputs three colors blended together using the scalar/vector input values)
  • ColorRamp Manual (Allows more fine scalar control of color blending, as well as direct input of colors)
  • Planet Noise (Similar to Noise Texture Tricolor, but also incudes the "Anomaly" inputs - used to generate storms)

Node Groups









Sales 70+
Customer Ratings 2
Average Rating
Dev Fund Contributor
Published 11 months ago
Software Version 2.82, 2.83, 2.9, 2.91, 2.92, 2.93
Render Engine Used cycles, eevee
License Creative Commons
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