Keep 3DLuVr online!
3DLuVr Logo
Sections
Articles
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
Tutorials
 3ds max
 LightWave3D
 Softimage XSI
 Rhinoceros 3D
 Video Tutorials
FunZone menu
 I always wanted to be
 Talk to an employer
 Why Ask "Why"
TechZone menu
 Hardware Reviews
 Software Reviews
 Benchmarking
 Q&A, Tips & Tricks
UserZone menu
 The Artist Sites
 15 Min of Fame
 Request an Account
 Current Assignment
 Sponsors & Prizes
 Make a Submission
 Voting Booth
 Competition Rules
About menu
 Mission Statement
 Policies
 Advertising
 Comments
 Poll Archive
 Links
 How to IRC
 Donations
Login
Log in to be able to post comments to the news items, forum posts, and other facilities.
Username: 
 
Password: 
Not registered? Register!     Lost Password?
Poll
 Your New Year`s Resolution is...
Gain employment
Stop smoking/drinking/etc
Get back in shape
Find the meaning of life
Conquer the World
Absolutely nothing

    Poll Results
Comments
Want to leave us a comment about the site or in general? Click here to access the form.
ArtZone Heading
Procedural Shaders: Update on Lava
Added on: Sat Dec 14 2002
Page: 1 2 3 4 5 


Now it’s looking a lot better, we just need to adjust one or two more things. First of all we want to make the surface start out as a rock, and then split wide open revealing lava! So go back into the material editor and bring up the properties of your shaders blending mask. Make sure you’re on frame 0 with the animate button off and type in 0.0 for the width of the electric map.

This makes the white values so thin they’re not visible, thus making the lava/rock surface, 100% rock. Render if you want to take a look at how it looks. Okay now go to the last frame of your animation and click on the animate button and change the value to .5. Turn animate off again. Now you can see the white values are back and they’re cracking up the sphere’s geometry as well as bringing out the lava shader.

If you now render out an animation you’ll be able to see it actually animating over time. Very cool!


From here it’s up to you where you go, you can apply it to other surfaces or pretty much anything. The purpose of this exercise wasn’t to create lava, but to demonstrate how to create great procedural shaders and blend others together seamlessly. Hopefully in the future I’ll show you how this can work perfectly to create 3D passes of FX like digital make up to composite over footage of people and sets.
 
© 1997-2017 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.