0
$\begingroup$

I have this cube with a displacement modifier and a color ramp and I'm trying to set the purple part to be emissive. enter image description here

Any help would be appreciated.

File:

$\endgroup$
7
  • $\begingroup$ At the moment, the color-ramp has no input, so your whole object is one color (0.5 on the ramp). The ramp is having no effect. Which parts do you want to be purple, which parts black? $\endgroup$
    – Robin Betts
    Commented Mar 23, 2023 at 17:47
  • $\begingroup$ I want most of it black(displaced parts) and the parts closer to the center to be purple $\endgroup$
    – Jo xXx
    Commented Mar 23, 2023 at 18:46
  • 1
    $\begingroup$ To give the effect as if the black part is a shell and the purple glow is appearing through cracks in the shell. $\endgroup$
    – Jo xXx
    Commented Mar 23, 2023 at 18:47
  • $\begingroup$ Cycles or EEVEE? $\endgroup$
    – Robin Betts
    Commented Mar 23, 2023 at 19:10
  • $\begingroup$ I'm using Evee Engine $\endgroup$
    – Jo xXx
    Commented Mar 23, 2023 at 19:35

1 Answer 1

1
$\begingroup$

It's not a perfect solution, but you can use Ambient Occlusion to drive the ColorRamp with the emission:

Emit

$\endgroup$
7
  • $\begingroup$ I'll try it, thanks $\endgroup$
    – Jo xXx
    Commented Mar 24, 2023 at 9:13
  • $\begingroup$ I used this method and it worked perfectly but when I tried adding a plane below the cube the whole bottom started to glow due to shadows between cube and plane. $\endgroup$
    – Jo xXx
    Commented Mar 24, 2023 at 14:22
  • 1
    $\begingroup$ That's why I said it's not ideal - if you want better control over the "position" of the emission (without it changing based on interactions like ambient occlusion), you will need to use the same texture for the displacement as you do for the shading - Unfortunately, blender's shader system has no access to the textures used by the displacement modifier, therefore you will either have to perform the displacement via shader (which requires cycles and a highly subdivided model), or you can import an external "noise" texture and use it for both. $\endgroup$ Commented Mar 24, 2023 at 15:26
  • 1
    $\begingroup$ Last option is to bake the emission texture when the object is "on its own", and then apply that texture when you need a plane nearby or something like that. $\endgroup$ Commented Mar 24, 2023 at 15:27
  • $\begingroup$ Can you please explain further the option with the noise texture? Even better if you add a screenshot. $\endgroup$
    – Jo xXx
    Commented Mar 24, 2023 at 16:25

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .