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To add that extra bit of life to our wall,
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we'll spend the last few chapters
incorporating moss into the shader.
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Moss tends to grow in the cracks and crevices, so
we can use a similar approach to what we did with
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the mortar, with the idea of mixing shaders
based on displacement depth. And in fact,
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the texture that we made for the mortar
works as a good starting point for the moss,
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as moss also has this clumpy kind of texture.
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So let's copy these few nodes,
and remove them from the Frame.
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Then, taking a look at the output of the Power
node, we can adjust the texture parameters.
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We can make the blobs a bit
bigger in the Voronoi Texture,
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and maybe also make the distortion texture
bigger, and increase the intensity.
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This is fine for now.
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Now, to combine this with the wall, we can do
the same thing we did with the mortar, but this
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time even simpler. For the mortar, we had to
combine it with the bricks before adding cracks,
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and then use it to mask the cracks, so
that they don't get filled with mortar.
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But this time, we do want the moss
to grow in the cracks as well,
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so we can just plainly combine the moss after
everything else, without any special handling.
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So let's add a Math node onto the
displacement map, set it to Maximum,
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and plug in the moss texture.
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Then, if we take a look at it,
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we see that the low spots on the wall
got filled with the moss texture.
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We also want a mask of the moss, so just like
with the mortar, let's duplicate this node,
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and set it to Less Than. And this gives
us a binary mask of where the moss is.
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So far, we've been using a single Principled
shader for everything, by just plugging
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different textures into it's parameters. While
we could do the same with the moss, its shader
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is different enough that it's more practical to
just use a new shader, and mix them together.
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In a later chapter, we'll also be using some
shading techniques which are not provided
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by the Principled shader, so this setup
will make that easier when the time comes.
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So for now, let's just add a diffuse shader. Then
let's make a bit of space here, and we'll also
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need a Mix shader, not to be confused with the
MixRGB node which we use for combining colors.
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Then let's plug our shaders into the Mix
shader, and plug the moss mask into the factor.
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And let's take a look at the
result. There's our moss,
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though it's not exactly the right color, so
let's tweak it to something more reasonable.
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That's better.
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One thing that sticks out is that all the
rows that were offset deeper into the wall
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are practically completely filled with moss, as
the moss is totally flat, while the wall is not.
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We do want the moss to grow in the low spots, but
that should probably happen on a smaller scale,
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while the moss should generally follow
the larger depth variations in the wall.
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Luckily, we already solved this
same problem before, for the mortar.
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So let's combine these two links with a Reroute.
And then we can take the smooth variant of the
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brick row offset, which we added onto the
mortar, and add it onto the moss as well.
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All we need is a Math node,
and we can plug the offset in.
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Now the moss follows the
general shape of the wall,
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and we can only see it in
the smaller scale low spots.
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Now looking at this displacement, perhaps the moss
texture is a bit too intense, so let's duplicate
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this Math node, and set it to multiply, so
that we can control the texture intensity.
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And now that we can see the moss on the wall,
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we can do some final tweaking of the texture
parameters, like making it a bit finer.
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And maybe increasing the exponent,
to make the clumps a bit chunkier.
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That's looking good, so let's organize
the node tree, and frame these nodes.
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Let's not forget to give it a clear name, and we
can also color code it, based on the moss color.
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Then let's also frame these two nodes, like
we did with the corresponding mortar nodes.
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And copy over the node color.
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Then we can snap everything into place,
and our initial moss setup is done.
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