Foreward
     Unfortunately, I don't have time to write a
full-on tutorial with detailed images and such, but this should
still be plenty of information to show how this works. I'd consider
90% of the techniques in this to be quite easy as long as you have
used a little bit of Lightwave before.
     We're going to create earth, it's clouds, and
it's atmosphere.
Part - I. Modeling
     To start, we're going to create 3 balls; one
for each element. Personally, I see no reason to create this to
scale (as it sometimes makes a hassle when we animate), so I use
these specs instead:
Earth ball
xyz radius: 100m
tesselation: 3 or above (I'd recommend 4)
We have to make sure we have plenty of polygons to
make everything smooth.
After the ball is created, give it a surface called "earth_planet".
Save this object as "earth_planet".
Cloud ball
xyz radius: 101.5m
tesselation: 3 or above
surface: "earth_clouds"
Save As: "earth_clouds"
Atmosphere ball
xyz radius: 105m
tesselation: 3 or above
surface: "earth_atmosphere"
Before saving, flip all of this object's polygons ("f" key).
Save As: "earth_atmosphere"
     That's all the modeling. Simple, no?
II. Layout Setup
     In Layout, start a new scene. Add a Null object,
and rename it to "earth_parent". (To rename a Null, go to Save Object
in the Objects panel) Load all three of the elements that you just
created.
Parent the earth_atmosphere to the earth_parent.
Parent the earth_planet to the earth_parent.
Parent the earth_clouds to the earth_planet.
(This way, if earth rotates, the clouds go with it.)
    
In the Lights panel, change the Ambient light to 2% 255,255,255.
Rename the default light to "sun;" and make it a point light; 100%
Intensity; 255,255,255.
Add a second point light named "atmo sphere;" 100% Intensity; 124,194,233.
Parent both of these lights to earth_parent.
Move the sun light to approximately: X=-400m, Y=200m, Z=0.
Move the atmosphere light to approximately: X=400m, Y=-200m, Z=0.
     See what you did? The two lights should be
opposite each other in relation to the earth. Here's why...
III. Surfacing and Texturing
     Before going any further, you need 3 images.
These images are quite popular and shouldn't be too difficult to
find if you don't already have them. The first is the earth's texture
map (earth_text.bmp), the second is the cloud's transparency map
(earth_clouds_trans.bmp), and the third is the cloud's texture map
(earth_clouds_text.bmp). They should be very similar to these three
respectively:
earth_text.bmp
earth_clouds_trans.bmp
earth_clouds_text.bmp
     Here are the setting that each surface should
have:
earth_clouds:
Texture Map: earth_clouds_text.bmp using spherical coordinates
Luminosity: 1.5%
Diffuse: 64% with Sharp Terminator
Specular: 0%
Reflectivity: 0%
Transparency: 100%
Transparency Map: earth_clouds_trans.bmp at 80% Opacity using spherical
coordinates
Bump Map: earth_clouds_trans.bmp using spherical coordinates and
an Amplitude of 50%
Smoothing: On
Edge Transparency: transparent with an edge threshold of 0.1 (Advanced
Options tab)
Glow Effect: 37% (Advanced Options tab)
earth_planet:
Texture Map: earth_text.bmp using spherical coordinates
Luminosity: 0%
Diffuse: 65% with Sharp Terminator
Specular: 8%
Glossiness: 256
Reflectivity: 0%
Transparency: 0%
Smoothing: On
Glow Effect: 63%
earth_atmosphere:
Color: 106,159,219
Luminosity: 0%
Diffuse: 76% with Sharp Terminator
Specular: 0%
Reflectivity: 0%
Transparency: 27%
Smoothing: On
Edge Transparency: Transparent with an edge threshold at 0.4
Glow Effect: 100%
IV. The Secret
     Now, here's the secret, and this is why you
MUST have the Gaffer plugin or something very similar. You set up
two lights, each on opposite sides of the planet. One light will
light the atmosphere, and one will light the planet and clouds.
You'll use the Gaffer plugin to do something called "selective lighting."
     Open up the Surfaces panel again.
     Select the earth_planet surface. In the Advanced
Options tab, add the Shader plugin "Gaffer" and hit its Options
button.
     In the upper left corner, locate the "Light
Intensity Adjustments" section. Under the word Prefix, type in "atmo"
without the quotes (this points gaffer to the light "atmo sphere."
     Make sure Falloff and Boost are both 0%. At
the bottom of this section is the word "Other." For this, make sure
Falloff is 0%, and Boost is 100%. Hit Continue at the bottom of
the Gaffer window.
     Select the earth_clouds surface and give it
the exact same settings as the earth_planet.
     Finally, select the earth_atmosphere surface.
     These Gaffer settings will be just the opposite.
For the prefix, type in "sun" without the quotes; Falloff and Boost
to 0%. For Other, make Falloff 0% and Boost 100%.
     Now, close the Surfaces panel and go to the
Effects panel. Enable the Glow Effect. The Glow Intensity should
be 150%, and the Glow Radius should be 15 pixels (for a 640x480
render, or equivalent).
     That's it!
     Do some renders and play with the settings
all you want.
Tip 1
     Keep in mind that your rendering will only
be as good as your image maps. Don't try to do a close-up of your
home town or you'll just get a mess of ugly pixels.
Tip 2
     I believe that a bug in Gaffer causes problems
when trying to render this scene with dual or more processors. For
some reason, it adds a bunch of nasty "noise."
Tip 3
     Because Lightwave does "dumb" glows, meaning
that it just slaps a glow all over an object no matter where it
is, I recommend rendering space and it's planets first, then going
back and rendering all of your spaceships over the top. Otherwise,
you'll notice that all of the edges of anything in front of the
planet will be "glowed over," which probably wouldn't happen in
real life unless the object was actually in the atmosphere.
     To do this, just set up your scene as usual,
but before rendering, save two versions. Once version has all the
stars, planets, and nebulae, and the other has all of your ships
and such.
Render out the space scene first, then import all of those frames
into your second version (that has all of your ships, etc.) as an
image sequence. Just use the image sequence as a background image
in Effects>Compositing, then render.
     The whole trick to this is making sure your
camera does the EXACT same movements in both scenes. This way they
will composite flawlessly.
Tip 4
     When adding stars and such, I find that sometimes
it helps to make most of the stars a very light blue instead of
pure white (or other colors). Along those lines, sometimes I make
space just a TAD blueish, instead of the plane old black. A little
blue goes a long way, though, so don't overdo it. Try dark dark
dark blackish-blue.
As you can see, this
technique also works well for other planets.