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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.
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