STEP 3
We will now add a glowing gooey glop to our cracks. We could have skipped the step of creating the darker material for the cracks, and went straight to the glowing core. I want to animate the surface cracking, then the glow spilling into the cracks, hence the need for the intermediary dark fissures.
A simple luminescent material with a water map (with whatever colors
you'd like to use) will provide us with our glowing gloop.
Create another blend material. Add our Fissured Surface material and
the glowing gloop material. Use a copy of the mask used in the Fissure Bump
mask. (you want to use a copy so you can animate them
independently)
Lets animate the gloop seeping into the cracks.
Another interesting effect is to add a glow to the glowing goop material. Change the material effects channel of that material to 7 (for example) Add the glow in the render effects dialog.
Hopefully this has helped you understand procedurals as well as using Blend materials.The creative options are infinite and only limited by your imagination.
-Bruce
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