| Lava shader effect |
|
| Written by Dzordz | |||||||
| Friday, 04 August 2006 | |||||||
Page 3 of 5 Also you can select Granite placement and scale it in viewport to get the size of granite that you want. If the viewport is in High Quality mode you can do this interactively. So I scaled placement node about 4 times.
So if you render now, you shall get something like this:
Create another stucco texture, and delete it’s placement, than connect the placement of the first to that new stucco (like you did with the second stucco node), Change shaker to 30, and make channel1 white, and channel2 black (so the channel1 is higher then channel2)
Connect the third stucco to the bump of the material (bump3d node will be automaticly created). * This stucco node I will call bump stucco
Create Set Range node (under general utilites), and connect granite to the setRange node (just mmb drag from Granite to SetRange node, menu will pop up, choose value)
In the SetRange node enter those values:
OldMin: 0,0,0 OldMax 1,1,1
Min 0.6,0.6,0.6 Max 1,1,1
Connect SetRange.OutValue to channel1 of the “bump stucco”
Create another SetRange Utility and connect SolidFractal to it. Enter: OldMin: 0,0,0 OldMax 1,1,1
Min 0,0,0 Max 0.4,0.4,0.4
Connect that SetRange Node to channel2 of “bump stucco”
* I did this thing with set range nodes to compress textures to selected color range, so the height of channel 1 will not go over 0,4 (that’s hot lava height) and the height of the channel2 will go from 0.6 to 1 (that’s cold lava)
|
|||||||
| < Prev |
|---|








