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The wall itself is pretty much done, and at
this point we're just adding stuff onto it,
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to get all the visual appeal we can.
It's always good to break up repetitive
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textures by overlaying different
patterns, to make it less uniform.
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So thinking of things with different
shapes and frequencies than the bricks,
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which might be found on old walls, lichens
come to mind as an interesting possibility.
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So let's see how we can approach
this. Lichens are incredibly complex,
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and we could probably dedicate a whole
shader as big as this one just to lichens,
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but since our shader is already getting
pretty big and heavy, and seeing as the
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lichens are not the main subject, let's
try to keep it as simple as possible.
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Lichens can have all sorts of shapes, so first
we'll need a way to generate those. So let's get
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a Texture Coordinate node in here, and yet another
one of those incredibly versatile Noise Textures.
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Then we can add a Map Range node, and push the
minimum input way up. This is a cool trick,
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to cut off most of a noise, and keep only
the very peaks, so that you get little
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islands of different shapes, similarly
to what we did for the mortar gaps.
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Then we can also lower the maximum input to get
a sharper edge. We don't want this many lichens,
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so let's make the texture a bit bigger so
that the distribution is a bit more sparse.
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Then, to make them a bit smaller,
we can raise the threshold more.
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Let's set the Noise to 2D, and tweak the
parameters a bit. Right now, the shapes are
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looking a bit too smooth, so let's increase
the detail, to get more interesting shapes.
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Now that we have our mask,
let's create some space here,
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and add a Mix RGB node to mix
in the color of our lichens.
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And then we can connect the mask to the factor.
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Now if we take a look at the
color, we see all these spots.
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So let's adjust the color to something
more "licheny". For instance a pale green.
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But actually, lichens exist in many different
colors, so let's get some variation here.
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We'll need a distinct texture
pattern to drive our color variation,
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so let's add a Separate RGB node, to get
access to the other texture channels,
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and let's connect the Map Range to
the R channel, just for consistency.
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Then, let's add a color ramp, and
connect it to another channel.
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This allows us to map different
brightness values to different colors.
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Let's bring these handles a bit closer, and
copy the green color into the first one.
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We can also use it as a starting point for the
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second one. But let's adjust
it to be a more yellow color.
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Now if we look at the Color output, we see that a
bunch of the lichens became yellow. We can adjust
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the proportion of green and yellow lichens, by
shifting the handles left or right. The amount
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of coverage of each color will be proportional to
the amount of space they take on the color ramp.
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If we take a look at the output of the color
ramp, we see that it creates a similar texture
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to the Map Range below, except that the
islands are now colored. Note that this
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trick for coloring the lichens only works because
the texture we're using to feed the color ramp
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is distinct from the texture we're feeding the Map
Range, otherwise, their respective islands would
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map exactly onto each other, and all the lichens
would have the same color, in this case yellow.
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Let's adjust the ramp a bit, to dial
in our desired color distribution.
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Now let's take a look at the shader. The lichens
are definitely breaking up the uniformity of the
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wall, but if we look a bit closer, we see
that they are just flat spots on the wall,
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as if they were painted on. This
is especially obvious in Cycles,
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where the displacement just helps to
highlight how flat these lichens are.
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So to make them a bit more believable, let's
raise them off the surface of the bricks a bit.
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Since our mask already has a little fade
around the edges, it's as simple as just
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adding it to the displacement texture. So let's
get a Math node in here, and plug in the mask.
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Immediately they pop out of the wall, but it's a
bit hard to see with this low res displacement,
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so let's bump up the subdivisions.
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Now it's clear that the
displacement is a bit too intense,
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so let's add a Math node set to multiply
onto the lichen displacement, so that we
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can reduce the intensity a bit. We want them to
be just ever so slightly raised off the surface,
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so let's set the intensity to something like 0.1.
Just enough to give them that slight 3D feel.
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Note how this helps in Eevee as well,
as it causes the slightest outline,
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making it feel like they are that
little bit raised off the wall.
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Now let's frame these nodes,
and name them appropriately.
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All these nodes are being used to
mix in colors of different elements,
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so let's frame them as well,
and name it Color Components.
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Then we can just maximize the
node editor with Ctrl+Space,
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so that the viewport is not constantly
refreshing while we organize the node tree.
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Finally, we can give the Lichen Frame
an appropriate background color.
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Perhaps based on the green
we used in the shader itself.
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And then just copy it over to the other Lichen
Frame, and the corresponding Color Mix node.
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And then let's just admire the newly
added texture variety in Cycles!
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