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Couple other random bits and bobs, the water spout thing is just a bunch of voronoi textures, everyone does these the same way lol
I added some noise to the shadows in the floor shader so they're a bit softer looking under the water
very loose breakdown, not that there's a lot to it ofc lol
Basically just LineArt, Hair-grass, and a plane for the wind effect:
Finally there's a volume shader which does a lot of heavy lifting for the atmosphere (literally hehe)
It's basically 2 spheres (one at the planet, one at the control empty) joined together
Next up is the thorns, pure geometry nodes for this one.
Pretty straightforward, a bunch of random lines, distorted, converted to curves and instance a bunch of cones along them for the spikes. Output attribute is just UV's
There's an inner core which is just a lumpy displaced sphere so it's not hollow:
Planet: almost everything procedural, used sverchok for the voronoi breaks, geo nodes to displace, solidify modifier and then some earth textures in the shader to save time
- disc has a radial voronoi texture,
- which is masked with the inner sphere intersection
- and then added to the rest
- final layer is a basic glowy halo from fresnel
Sort of mini breakdown:
- first layer is the base distortion
- adding a reflection-mapped hdri for the stars
- ray-sphere intersection for masking the center
- ray-plane intersection for the disc
flower is hastily modeled with curves, then tapered/beveled and animated in the nodetree. Particles are just slapped on top