Incandescent Metal Material

This simple tutorial demonstrates how to create an incandescent metal material. It uses a variety of shaders such as facing_ratio, range, multiply and cell_noise connected to the emission_color of the standard_surface shader. Thanks to Slava Sych for the assistance with this tutorial.

The shader used in this tutorial can be found here.

Standard Surface

Create a standard_surface shader and assign to your model.

Cell Noise

Create a cell_noise shader (cell_noise1) and change the following parameters:

Range shader (range3)

Create a range shader and connect it to the base_weight of the standard_surface shader. Connect the cell_noise shader to the Input of range3 . Change the following parameters:

Range shader (range2)

Create another Range shader and change the following parameters:

Bump2D

Create a bump2D shader and change the bump_height to 0.02. Connect the range shader (range2) to bump_map in the bump2d shader, and connect the bump2d shader to normal of the standard_surface shader.

Facing Ratio

Create a facing_ratio shader and change the following parameters:

Color Correct

Connect the facing_ratio shader and color_correct shaders to a multiply shader (multiply1).

Range Shader (range4)

Create another range shader and change the following parameters:

Connect the cell_noise shader (cell_noise1) to the input of the range shader (range4).

Create a multiply shader (multiply2) . Connect multiply1 to the Input 1 of multiply2.

Connect the range shader (range4) to input2 of multiply2.

Range shader (range 1)

Create a range shader.

Connect the multiply shader (multiply2) to the input of range shader (range1) . This is required for the higher value color intensity values.

Connect the range shader (range1) to the emission_color of the standard_surface shader.

Now it is possible to control the incandescence using the emission_weight (0 to 1). If you require more intensity, increase the output_max value in range shader (range1).

Final shading network