Documentation→Manual→Beginner→Part 3 - Molten Fun!

To start, let's add Emission just like we did last tutorial. Go into the Ingredients panel, add the emission ingredient, then head on back to the layers panel.
We're going to copy the texture layer from the Diffuse channel into the
Emission channel. Right-click on the texture layer and copy it. Then right-click in the Emission channel and paste it.

To invert the alpha, we are going to add the Invert effect! Click the + button next to the effects area and add the effect from Color/Invert. At first the effect will invert the colors, so now just set it to only affect the Alpha (instead of RGB).
Ah, you'll see that there are two texture inputs! In this case we want to use the same texture for both of them (and we'll be making a few more copies later so we definitely don't want them stacking up). Let's add an input for the albedo texture.

The idea is to have this noise multiply onto the emission (So it darkens different parts), and then animate it. First let's set the blend mode to multiply, like we did in part 1.
Now to animate it. We're going to add the effect Mapping/Offset. As you drag the X offset you'll see the noise scroll. Next, add an input for the X offset.
One last thing we might want to change about the emission is to brighten it up a bit. Add the Maths/Multiply effect to the noise layer, and set it to 3 or something. This'll make the glow brighter.

So, since the alpha channel for the texture layer has the cracks as 0 (Black), and the ash at 1 (White), we can just copy and paste the layer into the Height channel, and tell it to use the alpha. As before, right click on the texture layer (From the Albedo channel), and choose copy. Then right click in the Height channel and paste it. Then, at the bottom of the Height channel choose the Alpha (Out of the RGBA options) and it'll work!
Add the Conversion/Height to Normals effect and play around with the settings. The size is the distance between samples of the texture (The smaller the less artefacts), and the height defines the strength of the normal map. The RGBA at the bottom is what channel the effect samples from, since it treats the texture like a height map. In this case you'll want the channel to be the alpha (A), since that is also what we use for the POM height map.
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