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I am making a to scale representation of our solar system. I made an 864,340 mile diameter sun with emission and placed a 7,917.6 mile diameter earth 92.96 million miles away. It has 3 layers, the ground, the clouds, and the atmosphere.

When the earth is placed at 0 ,0 ,0. Has all layers.

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When the earth is placed at 0, 0, 92.96 million miles and lit by the massive sun.

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When the clouds is placed around it at 0, 0, 92.96 million miles.

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When the atmosphere is placed around it at 0, 0, 92.96 million miles.

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When both the clouds and atmosphere is placed around it at 0, 0, 92.96 million miles.

enter image description here

Please note that I did attempt to remove the sun from render and I lit it with a lamp and there was no change.

Ray Mairlot
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omato2468
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  • Have you adjusted the clipping? – Leander May 25 '19 at 14:45
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    That a little bit too far where blender can hold the precision of the render equation. Did you change the unit scale for it? It might works when the value is in a reasonable size – HikariTW May 25 '19 at 14:48
  • The issue has to do with the z buffer on very large distances. If the clip distance is too large you loose the ability to distinguish from objects that are too close to each other (like all of the layers for the clouds and atmosphere. Reduce the clipping distance so that it encompasses only the object being rendered and not the whole universe. –  May 25 '19 at 14:51
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  • the clipping is set to a few billion miles and can view everything. I have tried drastically lowering and raising to no effect. As for the scaling, the sun and earth are 1, while earths clouds is 1.005, and earths atmosphere is 1.015. – omato2468 May 25 '19 at 15:20
  • Sorry not clear for it. I mean the properties panel > Scene > Units > Unit Scale. – HikariTW May 25 '19 at 15:25
  • The units scale is set to 1.0, how can i just add my .blend file to the thread if people are interested? – omato2468 May 25 '19 at 15:32
  • Upload here would be a good idea: https://blend-exchange.giantcowfilms.com/ – HikariTW May 25 '19 at 15:34
  • Again. The amount of numbers available for the depth buffer can be quite large, but is a limited number, it cannot deal with values that are different by large magnitudes. If the clipping is set to billions of kilometers, any 3d engine (not just blender) will have a hard time differentiating objects that are just a few meters or even a few kilometers away. –  May 25 '19 at 15:58
  • @cegaton I was wondering the problem may caused by the floating point issue with large value in ray calculation. It might help calculation by setting those true value to a small one by unit scale. Not sure if I am right.. – HikariTW May 25 '19 at 16:18
  • @Hikariztw good point. –  May 25 '19 at 16:22
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    In any case the issue, in my opinon, is that the scene is at resolution and scale where extremely large and small distances cannot be accurately calculated. I would suggest just baking the textures into a single material and a single mesh to render at long distances, and use a more detailed set if meshes and materials for close ups, or have some form of adaptive resolution (LOD), which I know nothing about. –  May 25 '19 at 16:28

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