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How can I achieve material like the one in the castle? It looks like glitters, Sequin, led dots. I don't know to be exact.

Also, I want to make subtle animation on it like random shine over time

enter image description here

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  • $\begingroup$ Welcome. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue in such way that anyone searching for a similar problem may easily find it. Use the edit link above, remove anything superfluous, avoid words like "this","issue with" or "question about". Remember, your title is the first thing potential visitors will see, answers you get depend heavily on how inviting it is. See "What is the problem of asking “How do I do this?"" $\endgroup$ Commented Jun 26, 2023 at 19:42
  • $\begingroup$ hello are you talking about the mirror balls or about the spots with their beams? $\endgroup$
    – moonboots
    Commented Jun 26, 2023 at 20:23
  • $\begingroup$ The material on the castle $\endgroup$ Commented Jun 26, 2023 at 20:51
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Try something like this - if you are using EEVEE, remember to change the Blend Mode to Alpha Blend (Right side). Backface culling and/or Show Backface are optional - I showed an example with backface cullling off and on - it may require a bit of tweaking of the colorramp with it off, because there are double the amount of "flakes". Also, if using eevee, don't forget to enable "Bloom" to get the glow effect. If you are using Cycles, you will have to add the glow afterwards in the compositior with a Glare Node.

Show Backface off Castle1

Show Backface on Castle2

If you want to animate it, there are 2 ways I can think of. First, if you want the "glitter " itself to move, you can use the setup below, either using the mapping node to move the glitter "downwards", or by using a 4D Voronoi texture and animating the W, or both. Either way, the movement is driven by a Value node, with #frame written in the value box (to make the value equal to the current frame at all times).

CastleAnimate

The second way, is to change the brightness of each piece of glitter, by "dragging" a noise texture across it, making random areas brighter and dimmer as it passes. Value node works the same way as the above example.

Castimate2

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  • $\begingroup$ Thank you very much $\endgroup$ Commented Jun 27, 2023 at 6:03
  • $\begingroup$ how to keep the transparency in cycles ? $\endgroup$ Commented Jun 27, 2023 at 8:14

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