This Earth model is like no other on the blender market because it includes textures for all the seasons as well as high-res volumetric clouds that cast shadows. On top of all this is an atmosphere that is volumetric and has Rayleigh Scattering which makes the light a yellow or orange color when the light is in the atmosphere. Also the atmosphere includes light absorption as well as light scatter for the most realistic look. The earth has a light and dark sequence with lights on the dark side of the earth that changes as the earth spins (see video).
All of the images and textures are at least 4k and the season images are 21K and includes ocean bathymetry (basically it make the ocean look darker the deeper the water is). I will also include a huge two-piece cloud image for those with a more powerful computer then me :)
- 12 Season image textures(21K)
- Clouds cast shadows(8K)
- Volumetric clouds
- Huge two piece cloud image(21K each)
- Volumectic Atmosphere with Absorption
- Rayleigh Scattering
- Bump map for mountains (21K)
- Ocean mask (10K)
- Night Lights Image(16K)
- Reflective water
- Reflective lakes and rivers
- Ocean bathymetry
- Fading night lights
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The sun has its rotation locked for the convenience of the user so that it does not get accidentally rotated. If it does get accidentally rotated or you want to change the direction of the sun you can but you will also have to change the normals of the earth in order for the light/dark values which makes the lights show up on the dark side of the earth.
In order to change the rotation of the sun press N when you are in the 3d view port with the sun selected and in the transform panel you will find the rotation. Simply unlock the locks beside the rotation section and the sun will rotate. However, you will need to change where the lights show up on the earth. In order to do this select the earth and go in to the node editor. There should be a Normal node with a round ball on it. Click and drag to change where the lights show up. There is also a node set up which includes a mix RGB node connected to a diffuse shader. If you plug that diffuse shader in the surface input of the Material Output Node you will see a green to blue gradient with green being the light side of the earth and blue being the dark. Once you have it where you want it just plug the Mix Shader which is closest to the Material Output Node back into the Material Output Node.
Tip: Instead of doing all that I just described try rotating the earth first because that changes where the earth is lit!
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