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So, I'm trying to make some material that's like lava, with solid, diffuse, grey material, and an emissive shader that's red and orange, using a musgrave and colorramp node. This is a screenshot. How would I accomplish overlaying the the bright emissive parts over the black diffuse? Would I use a transparent colourramp or something? This is a screenshot: enter image description here

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  • $\begingroup$ At least one thing to change is to use a mask when mixing Emission and Diffuse shaders. At the moment you have that emission gets less "emissive" and more grey because of grey shader, while grey shader gets brightness from emission (they are mixed by half with each other). Plug a mask into the Factor input of the Mix shader and your lava should get more obvious shading. You can make a mask nearly from anything, but at the starting point that musgrave texture should be good. $\endgroup$
    – Mr Zak
    Commented Dec 16, 2015 at 14:10

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You need to plug another texture in the Fac port of the Mix Shader node, it will separate the emission and diffuse shaders, like so:

enter image description here

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