Strange Blue MaterialEdit
Three things are important with this material:
- Fresnel Transparency (no Raytracing)
- A Clouds Texture for Displacement, so the sphere has Subdivision Surfaces Level 3 for the render.
- Lots of Emit with the usual Nor and Z/-/- settings on the Map Input panel for a radial blend.
In fact I've used three textures. So let's have a look a the material settings first:
The Texture Mappings are:
This is not optimized, Spec is too strong, Emit would better have gone to another texture.
The Clouds Texture is made pretty much with the Default Values.
The first Blend Texture uses a colorband with a very sharp falloff.
The second Blend Texture uses a normal Sphere Blend, so it's not necessary to show it.