Keep 3DLuVr online!
3DLuVr Logo
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
 3ds max
 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
 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
 Poll Archive
 How to IRC
Log in to be able to post comments to the news items, forum posts, and other facilities.
Not registered? Register!     Lost Password?
 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
Want to leave us a comment about the site or in general? Click here to access the form.
ArtZone Heading
Procedural Shaders: Magma/Lava Effect
Added on: Mon Nov 27 2000
Page: 2 3 4 

A while ago I had some spare time and made an effect of acid melting over a ball, pretty simple effect, looks very nice.
Anyway cut to this day, I've received heaps of requests on how the hell I did it, so I'm writing a little bunch of notes on how to go about making your own laval/acid melting effect. You can use this on pretty much any object, so you can get a guy melting away or whatever you want if the mapping coordinates are set up propperly. But I'm just going to use a sphere for this since it's all the time I have.

Anyway to start off, you only need two specific plugins for this effect, and that's mercury and electricity freeware plugin you can get from I think it's an ishani plugin. It's just as imple procedural map. Anyway lets begin!

Go to the create panel and create a normal sphere, or a t-rex, or whatever. Give it a LOT of segments since we are going to displace the geometry later, the maximum in max 3 you can set is 200 segments, guess that'll have to do ;)

Next up give it mapping coordinates by going to the modify panel and applying uvw mapping to it. And then go to the material editor and click on get new blend material so we start from scratch.

Okay so now we're going to make a normal material, the normal surface before the acid begins to progress over it. Go get a world bitmap or a checker bitmap or whatever you want for this one, and then go back out to top level again. Feel free to name these materials so you know one's the checker material and ones the acid 'o' death material.

Now go to the second material, name it lava & rock. Make the lava diffuse colour green, although it's not necesary.
Change this second material from a standard to a blend material and go to mask level, when it asks for a map, choose mask, and then for the top map choose electricity, and then for the mask choose gradient.

For electric, make sure it's on fractal, with 8 levels, exponential with size of 25.0 and a width of 1.18. If you go back out and choose the mask (gradient) make the colour #2 position 0.0 and all three colours 100% black. The amount should be 0.7 and size 2.2, as well as being a radial gradient oposed to linear, once again make the levels 10.0 so it's
quite detailed when up close.

� 1997-2024 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.