Griff Boa over Bemaera, with sun radiance mutliplier at 4.0, exposure mutliplier at 2.5 and Griff's shaders adjusted to conform to the 1.89 light model, using specular and gloss maps.
Only the player version of the Boa has received the new ligthing treatment. Also, all multipliers are set to 1.0, so you will have to adjust the shaders to get them to light up a bit. And I seem to have forgotten the exposure code too in that zip, so you may want to add the line color *= MULTIPLIER_EXPOSURE; just before the if(uGammaCorrect) line at the end of each fragment shader.
Firstly, congrats on the new model. That Boa shot looks fabulous.
Having now tinkered with it myself, I'm finding that any increase in sun radiance highlights just how wimpy the default clouds are. Up it to just 2.0 and any cloud cover that Lave might have had are no longer obvious.
Of course we can merge a cloud layer over a planet surface to make a single texture (as I suspect is the case in the boa image) but relying on the default cloud layer to 'do the job' now seems optimistic at best.
That's often the nature of progress I think, one thing getting better highlights that others aren't as good, so it's still a massive thumbs up from me. It's been a long time since I seriously looked at planet textures, maybe I should add them to my list...
Short explanation: 119 Earth like planets in G1 (mapped from "0 1" to "0 119"), with diffuse (colour and night city lights) and normal (normal and specular) maps.
Will try to open a dedicated forum thread for more discussions -- for the impatient the link for download (~1.2G) is here
Those are incredibly atmospheric (no pun intended). The planetary details make a brilliant backdrop, with the space station hanging over them. Really, really well done.