Modelling a planet. Setting up the scene and light.
And the last thing to speak about is illumination and camera.
For realistic planet illumination we are to create a complex source of light or, to be precise, a group oflight sources each of which will play its own part.
So, let's create 3 sources of light putting them in one spot of space.
Let's call one of them Surface omni, the other will be called Cloud omni and the last one – ATM omni. As follows from the names each of the sources will illuminate only it's own' sphere
Surface omni – as this source illuminates the surface we put a usual shadow map in Shadows bookmark, so as the shadow from the bump on those planet areas where it will take place is not so sharp.
But if you don't intend to show the planet's foreground this parameter may be omitted. The colour should be selected in such a way that it coincides with the atmosphere colour.
Cloud omni – this source illuminates the clouds and should create a ‘soft' shade on the surface. In this case set the usual shadow map in Shadows bookmark, then the cloud shade will be ‘soft, withblurred contours'. It's better to select the same colour for the light as for the previous source, but set the colour parameter softer, say, by 0.3,then it'll arise the sensation that the clouds slightly reflect the light from the heavenly body.
ATM omni – we set the same conditions for it as for Surface omni but Shadow parameters are obligatory. They can be made Rayshadow depending on the render used.
Camera. Take a usual camera and put it at such an angle that part of the planet is illuminated and part is in the shadow.

That is all,perhaps. Make a render of the picture and the result is as follows:

If we add one more source of light, we can get this:



