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Planet surfaces

Use a copy of the body material and keep the original maps assigned. Set the light and a fixed Exposure before you edit. Turn the planet or camera until the terrain and a highlight are both visible.

For this worldStart withWhat to look for
TerrestrialWater Deep Color, Vegetation Color, Desert ColorContrast between oceans and continents
OceanicWater Deep Color and Water Shallow ColorA readable range of colors across the water
MoonTintA warm or cool cast on lit craters
GasTint, then Pole Color and Pole BoostColor separation between bands and poles
SandDesert Color and Mountain ColorClear separation between lowlands and highlands
IceRampLow, RampMid, RampHighA range of ice colors across the height detail

Oceanic planet with teal water under the original white clouds

Oceanic 01 with Water Deep Color set to RGB (0.04, 0.35, 0.22). The preset cloud maps remain assigned.

  1. Inspect the surface at the distance you intend to use. Raise Normal Scale on a material that has it to emphasize texture relief. The silhouette comes from the mesh.
  2. Use the material’s texture tiling controls to change the size of repeated detail. Triplanar mapping blends three directions around the sphere. Judge seams and fine patterns from more than one angle.
  3. Move the light or camera until you see a highlight. Compare Smoothness at the same light angle. Higher smoothness tends to tighten a highlight where the material’s masks allow it. Use Specular or the shader’s water or land equivalent to change highlight strength.
  4. For surfaces with Fresnel controls, use a grazing angle to judge the color near the edge. To change the actual glow beyond the body, edit the Atmosphere shell.

For your own texture set, follow the channel reference. Use the Shader Reference for the exact settings available on each world.