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Is it possible to create a glittery material that is emissions-only, that has "shadowy" areas and depth?

Thank you!

Edit:

Here are some images:

enter image description here

enter image description here

enter image description here

enter image description here

The material might be a mix of these, or just one of these. I would be happy to just have a starting point, for a glittery emissions material!

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    $\begingroup$ Can you add an image that illustrates what you are after? $\endgroup$ – cegaton Apr 11 '16 at 4:58
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    $\begingroup$ I think this is a nice question. My first instinct would be to use a voronoi texture but this is not constant over a certain area, and cannot be made constant just by math nodes. $\endgroup$ – miceterminator Apr 12 '16 at 7:30
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    $\begingroup$ The pictures show a material thats not emissive but rather glossy with a bump. Is it required for it to be emission only inside Blender? I.e. only use emission nodes? Are we talking cycles? $\endgroup$ – AdamTM Apr 12 '16 at 8:18
  • $\begingroup$ @AdamTM Yes, I am using cycles. I would like for the glittery sparkle to exist and shimmer as the object moves, without being dependent on a light source to do so. So the shimmer itself would be generated by the material, but the material would still behave as a non-emissions material by having shadowy areas in the indentions, or at least a different, darker color in the indentions and along contours. The contours and indentions of the mesh would still be evident and clear. Can a material behave as as emissions and behave as non-emissions at the same time? $\endgroup$ – WishyQ Apr 12 '16 at 18:40
  • $\begingroup$ @AdamTM I guess the intensity and/or color of the sparkle would depend on where the contours of the mesh are. I am relatively new to nodes so I cannot speak in more detail than this right now! $\endgroup$ – WishyQ Apr 12 '16 at 18:40
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Based on the same technique as in your glossy question, here is what i think would work:

enter image description here

Additionally you would maybe need a tilable image texture to make this work better than vornoi. The glow like in the reference picture is post processed in with nodes.

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You could use a texture as a mask for displace and emission, with a coloramp for tuning: It will look better with true displace on enter image description here

Have a look at the node setup. Cheers.

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  • $\begingroup$ This is not exactly what I'm looking for but it looks interesting and I will try it ! $\endgroup$ – WishyQ Apr 12 '16 at 18:42

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