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Documentation

Hey👋, first time here? You can find the installation guide and first run in the getting started section.

General

Sun

Select source of light.By default selects Physical Starlight and Atmosphere sun if addon is installed and enabled.

Planets

Add or remove planet.Allows planets to be added, removed and renamed for your convenience. Maximum count of planet is determined by ones hardware specification.

Transform

Transform mode

Selection between ways of posistioning planets.Select between global (X, Y, Z), viewer-based (azimuth, elevation & distance) or elliptical orbit (ellipse width & height + orbit rotation) positioning modes.

Radius

Radius of the planet in meters.

Rotation

XYZ rotation of the planet.

Position

XYZ position of the planet in world-space.

Azimuth

Planet's azimuthal coordinates (in degrees) relative to viewer.

Elevation

Planet's elevation (in degrees) relative to viewer.

Distance

Planet's distance from the viewer in meters.

Orbit Planet Type

The type of orbit target to use for orbit coordinates between a PCO planet, a Blender object or a point defined by XYZ world coordinates.

Ellipse Width

Width of the elliptical orbit path in meters.

Ellipse Height

Height of the elliptical orbit path in meters.

Orbit Rotation

Rotation to orient orbit path in world space.

Orbit Point Angle

Angle in orbit-space that determines current point in which the planet is located within orbit.Use this value to rotate planet around in the orbit.

Surface Material

Albedo

Color map of the planet.Sets color or applies color map texture to the planet.

Roughness

Sets how rought is the planet surface.Surface roughness, also termed landscape, terrain, or topographic roughness in geomorphology, is directly connected to the unevenness of surface elevation values.

Height

Gives planet its highs and lows.Applies displacement map (also known as a height map or elevation map) to the surface.

Emission

Make certain parts of the planet emit light.Applies emission map (also known as emissive map).

Emission Strength

Determines brightness of the parts that emit light.

Atmosphere

Radius

Radius of the atmosphere.This determines the entire extend of the atmosphere at it's maximum.

Ambient Light

Ambient light amount on the atmosphere.This is used to approximate the amount of light the atmosphere recieves from distant stars and scattering.

Atmosphere Layer

One of six available atmosphere layers for the configuration.

Visible

Toggles visibility of the layer.

Density Exponent

Layer atmosphere density exponent.This value adjusts the distribution of atmosphere layer density, higher values concentrate the atmosphere closer to it's densest point while lower values make more even, wider atmosphere distribution.

Start Level

Layer's start level, as a ratio of full radius.Atmosphere will start at this relative level above the planet's surface. Value of 0 makes this layer start directly on planet\'s surface.

End Level

Layer's end level, as a ratio of full radius.Atmosphere will end at this relative level above the planet's surface. Value of 1 makes this layer end at the atmosphere radius maximum.

Center of Density

Atmosphere's densest level, as a ratio between start and end level.Atmosphere will be densest and most concentrated at this level, fading to zero density as it approaches start and end levels in both directions. A value of 0 will make it start at the start level which is typical for most layers, but sometimes higher values may be used for certain layer types such as clouds, airglow etc.

Scattering

Layer's scattering influence.Use this to scale by how much layer scatters incoming light. Value of 0 makes this layer non-scattering while value of 1 makes it fully scatter light.

Absorption

Layer's absorption influence.Use this to scale by how much layer scatters incoming light. Value of 0 makes this layer non-absorbing while value of 1 makes it fully absorb light. Usually this parameter should be the same value as scattering, but it's left separate for cases where it may be needed.

Emission

Layer's emission influence.Values above 0 will make the layer glow with the color of it's scattering coefficient. Useful for effects such as auroras, airglow etc.

Scattering Coefficient

Layer's atmospheric scattering coefficient.Affects the color of the atmosphere layer.

Layer Density

Layer density model to determine how density varies across surface.Layer density model to determine how density varies across surface. Value sets density to a constant multiplier across the whole planet. Texture allows using a grayscale equirectangular texture to modulate density across the planet. Aurora enables procedural aurora texture to be used for layer's density.

Density

Layer's density mulitplier.Adjust the density of the layer to make atmosphere appear denser or thinner.

Density Texture

Density texture for modulating layer density.Density texture for modulating layer density. This texture uses equirectangular projection like all the other planet textures. It is recommended to use grayscale texture, but any texture will work, while only its value will be used, ignoring hue and saturation. A value of 0 will result in the layer having 0 density in that area while value 1 will use full density as determined by Density multiplier parameter.

Noise Jitter

Atmosphere noise jitter multiplier.Adjust amount of noise jitter used to smooth out atmosphere.

Reflection Jitter Multiplier

Reflection noise jitter multiplier.Multiplier for reflection jitter, use this to reduce noise in reflections (since they only do 1 sample so the reflected atmosphere can end up noisy).

Rings

Rings Type

Select ring type between Procedural, Texture or Disabled.

Texture

1D ring texture. Both color and alpha are used.This texture only uses X coordinates to parse data, so essentially a 1D texture is needed as any extra information stored in subsequent vertical pixel lines will be ignored. The RGB values of the texture are used to determine the color of rings and alpha is used for particle density within rings, with value of 0 essentially creating gaps in rings. The texture is interpolated linearily starting from rings inner radius to outer radius and mapping texture's left and right edges to them accordingly.

Scale

Scale of procedural ring texture.Higher values create more and thinner rings.

Detail

Detail level of procedural ring texture.Increasing this parameter adds extra smaller ring details inbetween main rings.

Roughness

Roughness within procedural ring texture.Increasing this value makes the small detail rings more visible.

Color Tint

Color tint of rings.

Rotation

Ring rotation relative to the planet.

Inner Radius

Inner radius of rings, as a multiple of planet radius.Value of 1 will make the rings start from planet surface, higher values will offset them.

Outer Radius

Outer radius of rings, as a multiple of planet radius.Keep this higher than inner radius.

Indirect Shadow Factor

Multiplier for tweaking the planet's shadow influence on indirect light cast by rings on the planet.Gives artistic control over the shading, higher values make the indirect light darkening effect stronger when the rings receive a shadow.

Translucency

Translucency of rings.How much light scatters through the rings and reach the opposite side, higher values will make the rings appear brighter and more translucent when viewed from opposite side of the light direction.