Help with Lava and Mixing Shaders

Hi

I’m struggling mixing my lava shader with the base rock principled bsdf shader.

The lava is not responding to the cracks. It doesn’t look like the lava is emanating from the rocks.

Let me work out how to add a photo on my phone so I can show you what’s happening.

I’d appreciate any help, thanks. Or even seeing someone’s file so I can work out how to improve.

I’ve basically followed the procedual dirt video’s way of structuring the nodes with the node frames. I am happy with it to an extent, though I could always improve.


  • neishy replied

    image.jpg

  • neishy replied

    47-3E0665504D76.jpeg

  • Martin Bergwerf replied

    Hi nneishy ,

    I'd need to see the complete Shader Node Tree, but your Mix Shader just uses a constant Factor to mix between Lava and Rock.

    You'd want to use a 'Cracks Mask' as the Factor, so the Mix Shader knows where to put Lava and where to put Rocks.

    Basically (and don't use these exact Nodes, they are just to show how to use a 'Mask'):

    Lava.png

  • neishy replied

    I see. Thanks for the advice. Let me send a phot of the full node tree.44-2A1255180D63.jpeg


  • neishy replied

    I guess what wasn’t really explained was how to create this emission effect. It’s proving quite challenging for me. 

  • Martin Bergwerf replied

    Sorry, the photo isn't helping, I can't read that; a proper screenshot of the Shader Editor would be needed there...

    If using 3.0 +:

    Screen.png

    And yes, it is supposed to challenging...that way you learn a lot more and better.

  • neishy replied

    Ok I will do, currently I have no internet, so no way of getting uploading a screenshot. Let me try again a big later. Thanks

  • Omar Domenech replied

    Hmmm, maybe this will be one of those times where we're going to need the file to take a look around and troubleshoot. It's kinda hard to figure out what's going on with only screenshots. But lets see what happens.

  • neishy replied

    Ok. I'll upload some screenshots in a sec. If you also need the file, I can upload it here as well, though I'm not exactly sure how. Thanks for the support by the way -- I really appreciate it!

  • neishy replied

    screenshot 1.png

  • neishy replied

    screenshot 2.png

  • neishy replied

    screenshot 3.png

  • neishy replied

    I've had to upload the node tree in 3 photos as it's quite long. I've posted them in order, starting from left of the node tree.

    One solution I've thought of is copying the node frame called 'Cracks' and linking it with the factor of the emission shader's Colour Ramp, so the lava only appears where the cracks are. Could this work?

  • Martin Bergwerf replied

    Hi neishy, no need to copy the Node Frame, but I'd try to use the Output of one of those Multiply Nodes (of those Cracks) and plug it into the Factor of the Mix Shader, You might need a Colorramp or Map Range Node in between, to control the values.

    You can of course try your idea and see what happens. It's always good to experiment a bit, but if that doesn't give you the resul;t you want, try my suggestion.


  • Jonathan Lampel replied

    Yes, it looks like you're close! I second Martin's suggestion above, that should do it ☝