How to make a color full glowing material
Hello Everyone Welcome To VFX World
Today We Are Going to See. How to make a color full glowing material.
So Without Wasting time. Lets Gets Started.!
First up When you open the Blender you will Get this default scene.
Select everything by pressing "A" and Delete Everything by pressing "X"
Then just add a Suzanne monkey to preview the material better. Select the Suzanne mesh and shade smooth (You can get this option in object tab. Right up to the top of view port)
Then Split the view port to get into shader editor.
Then Add a New material to the Suzanne mesh by pressing New button on top of the view port
As its default you will a principal BSDF. Like This
Then just select the Principal BSDF and delete it by Pressing "X". Then add a texture Coordinate node by pressing Shift+A then "Input" then "Texture coordinate" {or} by searching you can get this node and upcoming following nodes also. Then add a mapping node then connect the object output from texture coordinate to mapping vector input.
Then add a voronoi texture node and set the value of scale is 1.3. & and a noise texture set the value of scale- 2.8, details- 16, roughness- 0.5 & distortion-0
Then add a Color ramp and connect the Fac output from noise to color ramp fac set it to b-spline then drag it little bit .
Then add a math node set it to multiply and change the value of 5. and then add a Hue and saturation node set the value of hue-0.5, saturation-1.3, value-2, then take the voronoi color output and connect to color input of hue and saturation node.
Then add emission node and volume scatter node set the value of density-0.5 then mix that both with mix shader. then take the color output from hue and saturation connect to emission color and value output from math node connect to strength input of emission.
Then add a glass node set the IOR value to 1.333 and add a transparent node then mix together with mix shader. then add a Fresnel node set the value of 1.250 then connect the Fac to mix Fac.
Then connect the output of mix to surface and another one to volume.
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