Flowing Lava

Screengrab of Lava Flowmap shader parameters

Screengrab of Lava Flowmap shader parameters

Screengrab of Painter Flowmap Smart Material

Screengrab of Painter Flowmap Smart Material

Cool Lava

Cool Lava

Cool Lava - Clay Render

Cool Lava - Clay Render

Cool Lava

Cool Lava

Cool Lava - Clay Render

Cool Lava - Clay Render

Lava Flow

Lava Flow

Lava Flow - Clay Render

Lava Flow - Clay Render

Lava Flow

Lava Flow

Lava Flow - Clay Render

Lava Flow - Clay Render

Hot Lava Flow

Hot Lava Flow

Hot Lava Flow

Hot Lava Flow

Porous Rock

Porous Rock

Porous Rock - Clay Render

Porous Rock - Clay Render

Porous Rock

Porous Rock

Porous Rock - Clay Render

Porous Rock - Clay Render

Volcanic Soil

Volcanic Soil

Volcanic Soil - Clay Render

Volcanic Soil - Clay Render

Volcanic Soil

Volcanic Soil

Volcanic Soil - Clay Render

Volcanic Soil - Clay Render

Flowing Lava

Hello everyone!

This is the latest project I've been working on! It is a small scene that I showcase an instance of a Flowing Lava shader that demonstrates Flowmaps, Vector Map Distortion and Distance Field masking and vector gradients. The initial idea came from an old Lava material that I wanted to rework as I've been working Tutorial content for YouTube.

FLOWMAP TUTORIAL: https://youtu.be/eS0dzFP9GW0

Mentioned in my tutorial I have for Flowmaps, besides authoring a Flowmap in Photoshop from scratch. I also created a Smart Material that just requires you to Smudge a UV Cooridnate gradient texture and through the usage of anchor points, does all the blending and adjustments to create a proper flowmap to use in Unreal Engine. I also created a simple Filter in Substance Designer that takes the smudged UV coordinate texture and does all the same calculations as well andf generates a proper Flowmap.

Gumroad:https://hughchew.gumroad.com/l/nxcbi
Artstation:https://www.artstation.com/a/52646989

For the lava shader, I used a panner to move the lava in one direction, and added Flowmaps to the shader so that there would be distortion, both in the center of the flow and in the sides. Within the material instance I could control intensity of the flowmaps, speed of the panner, intensity of the different emissives that were used with the vertex color.

The rocks are meshes downloaded from Megascans, I just used the Normal and AO with TriPlanar projections with TIleable Porous Rock. The textures were done completelly in SD.

I hope you like it! Cheers!