To make a lava texture we will combine several elements which we can adjust to change the final output result. These elements are:
Black and white values that are mixed together in a gradual way, so the result looks like a soup of grayscale values.
Used to simulate height fluctuations so surfaces could look bumpy
a gradient or set of colors mapped to a range of values (often 0.0 to 1.0), used to define color transitions across a surface or visualize data changes.
makes 3D objects emit light, acting as a "shadeless" luminous light source that ignores most scene lighting, often creating neon or glow effects.
a shader that mixes two shaders to create a combined shader.
Switch to the Shading Workspace
Add and connect the following nodes in the shader editor
Noise Texture’s Color to Bump’s Height
Noise Texture’s Fac to ColorRamp’s Fac
Bump’s Normal to Principled BSDF’s Normal
ColorRamp’s Color to Mix Shader’s Fac
Principled BSDF’s BSDF to Mix Shader’s first input Shader
Emission Shader’s Emission to Mix Shader’s second input Shader
Mix Shader’s Shader output to Material Output’s Surface
To export your texture for use in a game engine:
Add an Image Texture node but do not connect it to anything.
Click on the New button and give the name Lava
Change the Render Engine from Eevee to Cycles
Scroll down to find the Bake button
Click Save As and type lava.png