| Lava shader effect |
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| Written by Dzordz | |||||||
| Friday, 04 August 2006 | |||||||
Page 2 of 5 If you go to the persp view you’ll see nothing. You can go to the material attributes and turn on hardware texturing for incandescence channel, but the result will be ugly even on 256X256. Instead I prefer going in High Quality (in the viewport menu bar shading/High Quality Rendering option box). This mode works only if you have pixel shaders, and will display color/incandescence/bump all together.
In the options change color resolution to 256 and bump to 512. Hit the Set button!
After few moments you shall get nice hardware display. But now you can notice, that there’s not any color from the lighting (just gray), and there’s no bump. So let’s get to it.
Back to hypershade, create another stucco node, change it’s shaker attribute also to 30. Select placement of that new stucco and delete it!
Now connect the placement of the first stucco with the second stucco (just mmb drag from placement to texture, small menu will pop up, choose default) Also connect the second stucco to the material color attribute.
* Beacause the names of the nodes maybe doesn’t mach with the names of the ones you created, and I don’t want to bother you with renaming nodes: I’ll call stucco we created first incandescence stucco, since it’s connected to incandescence I’ll call the second stucco color stucco since it’s connected to the color
Now create Granite texture (also 3d texture), and change it’s attributes like I did:
Connect the Granite with the channel1 with the “color stucco”.
Make Multiply/Divide node (under general utilites), and connect Granite.OutColor to the MultiplyDivide.input1. Change input2 to 0.5, 0.5, 0.5.
Connect MutiplyDivide.output to channel1 ot the “incandescence stucco”. * MiltiplyDivide node is reducing strength of Grainite color to a half, so it will shine a bit in the incandescence. You can change input2 as you wish, so you can tweak lava colors more.
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