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Ref: https://youtu.be/eI2p6hNi6w8?si=WGZPfm4rK0vkjXd2

So I was following this tutorial of creating a alpha mask texture effect (nanotech suit from Ironman) and was intrigued how I could add a bit of glowing light effect to the edges of this mask (make the effect look like it's a laser etching the texture out of nowhere). I am a bit lost here as after the color-ramp I should be able to add a emission node to get the desired result but it's inverting the effect and emitting the entire object in this case. How can I make this happen? enter image description here enter image description here

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I don't know if I understood your question right, but my interpretation was, that you want only the the area infront of the border to light up.

Maybe this is what you wanted: End Result

Here's the Node Tree: Node Tree

There may be a better method, but I duplicated the animated Math Node and offset the Keyframes by 3 and then got the intersecting area by using a Compare Math node. I know you didn't specifically ask for it, but I added "Laser Points" instead of just lighting the area. If you don't want it, just connect the Subtract Math Node directly into the Mix Shader instead of the Minimum.

If you want to increase the area of the Laser, just offset the Keyframes of the upper animated Subtract Math Node a bit more.

I hope this helped somewhat.

PS: I'm just thinking about how adding the Laser dots on top of a dimm lit area would look cool.

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  • $\begingroup$ Yes, but I want the emission shape to follow that of the noise texture pattern (the wavy lines, not exactly dots or particle shapes) $\endgroup$ Commented Mar 24 at 6:59
  • $\begingroup$ As I said, if you don't want the dots, just connect the subtract math node, which is just in front of the minimum one, directly into the mix shader node. This makes the emission follow your wavy lines without anything fancy. $\endgroup$ Commented Apr 15 at 15:43
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I would combine the Color Ramp output with the Noise Texture by multiplying them together, tweaking the result with another Color Ramp, then multiply this by a lot to make it the Strength of the Emission, which I set to some reddish/orangish Color. Then I put some Glare on it in the Compositor.

This is my modification to your material:

shader nodetree

And is is my Compositor setup:

compositing

The resulting animation looks like that (sorry for the bad GIF quality):

burning logo animation

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