Now we start to get right into the realism part of 3d. Up until now, our scene looked very ‘3d/CG’. It didn’t look like anything that resembled reality at all. Today that changes, when we start working with textures, instead of materials.
Materials may work with somethings, but as a 100% mathematical consistent shade, you can never get the gradients that you would want, which is why we have textures - the ability to show details on the smallest scale - from oceans, ice caps, and dry land!
Today, we’re going to learn how to bring textures into blender and apply them to our planets, using the shader nodes.
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