Gradient Thief: Creating Ringed Planets by Jack Nichols
Inspiration comes from the strangest places......in this case the strangest
images. I wanted to do a ringed planet that had rusty and dusty looking
rings. The planet also had to have that a dusty look. When I first thought
about what I wanted I was picturing theng shot for the first Alien
movie where they are in a dusty part of space with that big ringed planet in
most of the view.
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Getting what I wanted out of PhotoShop's gradient tools could be done, but
would take time and experimentation for all the color and strength variances
in the rings I wanted. I had already come across an excellent fragment of an
image of some rusty metal looking objects that had all the colors I was
looking for.
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In steps Gradient Thief. A couple hundred clicks of the colors I wanted from
the original image, and in seconds I had the ring gradient image that I
wanted.
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I can only think about how much time would have been involved in trying to
make this complex of a gradient in PhotoShop. And if I didn't like what I
ended up with after all that labor? No thanks! With Gradient Thief, if I
want to change it, I just start selecting other colors, and I can change it
on the fly. |
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I then quickly saved out this gradient image as a color map, made a gray
scale version of it also, and then tweaked the contrast and brightness of
the gray scale version for later use as a transparency map.
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In Lightwave 3D (version 5.6c for those who are curious), in order to map a
gradient as a ring, you have to use a morph target to get the result. So
there are three basic objects in the scene, the planet sphere (and it's
atmospheric spheres), a rectangular plane object (the one the images are
mapped to for color, transparency etc.), and a morph target object (the bent
rectangular object that is turned into a flat disc ring).
There are more settings than I have time for here, but one important setting
is in the objects panel for clip mapping. I used a Fractal Noise pattern to
break up the rings to give it a more rough and realistic appearance. I could
have also used Fractal Noise on the specularity channel in the ring surface
to give it periodic random highlights as well, but I wanted a dark and
dismal look.
I used a background gradient on the Celestial Equator to give this area of
space a dirty and dusty look. I also used a low end Tan color for the star
field, and a gradient fog with a Brown color to show depth of dirt between
the camera and the planet and surrounding space. Finally, I adjusted edge
transparency on the atmospheric surfaces of the Planet object to give that
dusty edge to the planet.
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With the appropriate lighting, shadow rendering functions turned on, and
Light Diffusion and Letterbox Image filter plug-ins applied after rendering,
we end up with the final product. |
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About the author...
Jack Nichols is a 3D Modeler and Animator from Oakhurst, California. His
primary interests include Hard Surface and Celestial modeling and Sci-Fi
animation using Lightwave 3D, Adobe PhotoShop, and of course a whole host of
Kerlin Softworks utilities. When not animating, he can be found online at a
variety of forums such as the Babylon 5 Modelers Guild, and the FirstOnes:
Babylon 5 and CGI forums, or driving his Jeep between the 3,000 and 7,500
foot elevation in the Sierra Nevada's. |
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