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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.



GLOWING GLOOP TEXTURE

 


 

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.
To accomplish this, simply animate the Cellular spread of the glowing goop mask. A zero value in the spread will close the seepage. Don't animate the value greater than the value in the Fissure Bump mask or else the glow will expand beyond 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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