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Procedural Shaders: Update on Lava
Added on: Sat Dec 14 2002
Page: 1 2 3 4 6 

Once you’ve done that assign the new material to the sphere and render, check it out!

Below is a snapshot of the map navigator window to show you how the whole tree works and how everything plugs into each other. It may be confusing but it makes sense in the end!

Although it still looks a bit flat still, so next step is to plug the mask into a displacement modifier to make the geometry represent the actual lava/rock surface opposed to being a perfectly round sphere.

First of all go the modify panel with your sphere selected and from the drop down list choose uv map. Now when the modifier’s properties pop up, just choose spherical from the gizmo type. This is all we really need for it, just to specify how the shader is mapped onto the geometry. Now again go to the drop down list and choose displace, once the modifier pops up go down to the map slot part and drag your mask/lava bump map into the map slot and choose instance when the pop up window appears.

Click on spherical from the list of map types, now scroll down past all of the spinners and click on the ‘use existing mapping’ checkbox and enable it, this way it adapts the displacements mapping from the previous mapping coordinates we set up.

Now if you want to see how it looks, type in a value of –5 into the strength slot and click on render. If you want to make the geometry more defined than that, then put a mesh smooth or tessellate (tessellate will make it more jagged but that kind of suits a rock surface). This can be quite computer intensive so lets hope you have a fast cpu. But this will make the cracks even more defined, geometry wise.

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