Create an ember material
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In this tutorial you learn how to make a basic ember material with a DX11 Tessellation shader.
Step 1
Change custom material
- Go to the Custom tab in the preview section.
- Select the Map Lab Tessellation material in the Custom Material slot.
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Step 2
Input selection
Open the input selection dialog.
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Take an input texture of some messy looking stones and slot it to the input field. In this tutorial we used BrickMessy0005 from cgtextures.com.
Step 3
Setting up the albedo map
- Delete all filters from the default preset.
- Add a Hue Saturation flter.
- Decrease the Saturation and Brightness.
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Step 3
Setting up the normal map
The settings for the normal map could basically be left by its default values. You may want to change the Mode of the Diffuse-to-Normal filter in the Large layer to Triangulation to get slightly shaprer bumps.
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Step 4
Setting up the emission map
First we have to set up the Emission map as the Metallic map will depend on its output.
- Delete all default layers.
- Set the Source to the raw input image.
- Create three new layers and name them something like Color, Details and Mask.
- Set the layer mode of the first two layers to Multiply.
- Add a Solid Color generator to the top-most layer. This layer defines the color that gets emitted.
- Add a Cloud Noise generator, a Contrast and a Gamma Correction filter to the second layer. This layer adds a variable detail level to the glowing ember.
- Add a Color Mask and a Gaussian Blur filter to the last layer. This layer renders the main mask for emissive parts.
- Hide the first two layers while tweaking the Color Mask. This way, one can see masked parts more clearly.
- Set Mask Color of the Color Mask filter to an average gap color.
- Keep increasing the threshold until you are satisfied with the width of the emissive parts.
- Make all other layers visible again and tweak the values of the filter until the result fits your needs.
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Step 5
Setting up the metallic map
- Select the Emission map's output as input Source.
- Right-click the layer to change the input to from Combined Output to Mask.
- Add a Brightness filter to slightly fade out the masked part from the Emission map
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Step 6
Setting up the smoothness map
- Delete all default layers.
- Add a Solid Color generator.
- Set the color to black or nearly black as we don't need any non-diffuse reflected light.
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Step 7
Setting up the height map
- Delete all default layers.
- Add a new layer.
- Add a Normal-to-Height filter and a Gaussian Blur filter.
- Tweak the properties until you like the results.
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