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Gas

Shape a gas giant with animated bands, distorted detail and distinct polar regions.

Gas material on supplied planet geometry

Shader menu: FORGE3D/Planets HD/Gas. Start with Assets/FORGE3D/Planets/Gas/Planet_Gas_01.prefab.

Material: Assets/FORGE3D/Planets/Gas/Materials/Planet_Gas_01.mat. Select the relevant Mesh Renderer > Materials slot, duplicate that material into your own folder, and assign the copy before editing. See material ownership.

The close-up above hides the ring to show the surface. Band motion and distortion motion are separate: enter nonzero XY speed components and observe in Play Mode. Multiplying a zero speed vector leaves it zero. Pole masks and Vector 1 affect the cap region, so inspect a pole as well as the equator.

Inspector settingProperty IDUse and visual effect
Height Map_HeightMapTexture that distributes surface layers and detail. Its channels shape the material; it is not a terrain mesh generator.
Tint_TintMultiplies the surface texture color. Use white to retain its palette, or a colored tint to shift the whole surface.
Inspector settingProperty IDUse and visual effect
UV Distortion Map_UVDistortionMapRed-channel distortion pattern that bends gas bands and contributes pole detail. Tune UV Distortion before replacing it.
UV Speed_UVSpeedXY panning direction and rate of the gas bands. A zero vector stays still; enter a nonzero component to animate.
UV Distortion Speed_UVDistortionSpeedXY motion of the gas distortion texture. Animate it separately from UV Speed for evolving bands.
UV Distortion_UVDistortionAmount of distortion applied to gas band coordinates. Increase for more strongly warped bands.
Inspector settingProperty IDUse and visual effect
Pole Mask Lo/Hi_PoleMaskLoHiXY low/high thresholds for the polar transition. Keep the two thresholds ordered and distinct.
Pole Mask Shift_PoleMaskShiftShifts the polar mask to change the extent of the cap region. Tune while viewing a pole.
Vector 1_Vector1X sets pole detail tiling; Y sets the projection blend exponent. Keep Y positive. Z and W do not tune these two controls.
Pole Color_PoleColorTint of the polar detail, blended over the banded surface. Pole Boost and the polar mask determine its visibility.
Pole Boost_PoleBoostStrength of polar detail. Tune with Pole Color and the pole mask before changing the source texture.
Inspector settingProperty IDUse and visual effect
Metallic Lo/Hi_MetallicLoHiXY low/high remap for metallic regions from Height Map red. Keep the pair ordered and distinct.
Smoothness Boost_SmoothnessBoostMultiplier for smoothness outside the poles. Tune with Smoothness Lo/Hi and the final reflection environment.
Metallic Boost_MetallicBoostMultiplier for metallic response outside the poles. Reflections and scene lighting strongly affect the result.
Smoothness Lo/Hi_SmoothnessLoHiXY low/high remap for smoothness from distortion red. Keep the pair ordered and distinct.
Frensel Mult_FrenselMultStrength of the rim contribution. At zero, changing its color or power can have no visible effect.
Fresnel Power_FresnelPowerConcentrates the view-dependent rim. Increase to narrow its response toward grazing views; compare with Frensel Mult enabled.
Fresnel Color_FresnelColorColor of the view-dependent rim contribution. Its strength also depends on Frensel Mult and Fresnel Power.

Vector 1 is a two-purpose control: X changes pole detail scale, Y changes its triplanar blend. Adjust one component at a time while viewing a pole. Metallic and smoothness remaps depend on texture channels and the reflection environment; choose the scene environment before fine-tuning them. For mapping and rendering details, see Technical reference.

Duplicate Planet_Gas_01.mat. Compare UV Distortion = 0.076 and 0.5 for more strongly warped bands. For a cooler palette, change Tint from RGBA (1, 1, 1, 0) to (0.5, 1, 1, 0), preserving alpha.

These examples keep the camera, light and other material settings fixed within each pair. Before appears first and After second. Values describe these examples, rather than a required range.

Before: 0.076; After: 0.5

Look at the bending and breakup of the gas bands.

Before — UV Distortion = 0.076

Before: Gas, UV Distortion = 0.076

After — UV Distortion = 0.5

After: Gas, UV Distortion = 0.5

Before: RGBA(1.000, 1.000, 1.000, 0.000); After: RGBA(0.500, 1.000, 1.000, 0.000)

Look at the overall color shift while texture detail stays in place.

Before — Tint = RGBA(1.000, 1.000, 1.000, 0.000)

Before: Gas, Tint = RGBA(1.000, 1.000, 1.000, 0.000)

After — Tint = RGBA(0.500, 1.000, 1.000, 0.000)

After: Gas, Tint = RGBA(0.500, 1.000, 1.000, 0.000)

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