Modelling a planet. Setting up the scene and light.
Now it's time to make clouds:
6. Cloud
Create Blinn material
Main parameters are set as follows:
Specular level -- 160
Glossiness -- 15
Soften -- 0,1
Insert the picture of cloudiness into the Diffuse Color bookmark (in web there are many finished samples and I won't pay special attention to this).
It's possible to put the same map as in Diffuse Color into the Opacity bookmark, only treat it previously having changed the colors to the shades of gray.
Create other bookmarks as shown in the picture below:

And finally the most laborious thing:
7. Surface
Create Phong material
Main parameters are set as follows:
Specular level -- 500
Glossiness -- 35
Soften -- 0,1
Create Fallout material which will consist of Composite and RGB Tint maps connected by Fallout type – Shadow/light into the Diffuse Color bookmark
I usually insert texture with strong bump or Noise maps into RGB Tint.This gives us an irregular distribution of reflected light on the planet surface. But here everyone is free to do as he sees this.
I create Composite from 2 parts:
RGB Tint – is responsible for visual depth of the shadow
Mix – is responsible for color range of reflection

I insert the same material RGB Tint as in the Fallout bookmark into Specular color.
Insert the same material which you want to use in Self-illumination bookmark into Specular bookmark if you want to create the planet with cities. If not, leave this bookmark blank.
And the last but not the least Self-illumination bookmark. Create Fallout material which willconsist of Fallout map and that map which will illuminate your cities on the dark side of the planet. And Fallout type – Shadow/ light.

