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.
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'):
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?
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.