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With the moss in place, let's add some color
variation. This will mostly be similar to
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what we already did in other parts of the shader,
without much in the way of unexplored techniques,
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but we get to apply it in a
slightly different context.
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So let's drag our moss shader somewhere with a
bit more space. And to start we will yet again
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add a Texture Coordinate node and a Noise
node. You might see a trend emerging here.
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Let's take a look at the Noise, and set it to 2D.
Then, just like we did for the brick colors, let's
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add a Hue Saturation node, to manipulate the moss
color. And let's copy our existing color over.
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Then we can start by modulating
the Value with the noise.
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And again, we can use a Map Range to adjust the
Value range. Let's raise the minimum output,
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and compress the range a bit,
to get some more contrast.
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Let's also make the Noise bigger,
to get some medium scale variation.
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And let's set the interpolation to
Smooth Step, to avoid ugly sharp edges.
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The Noise is looking a bit too
smooth, so let's increase the Detail.
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And maybe we could use a bit of a higher Roughness
as well, to push those high frequency layers up
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a bit. Increasing the Roughness shows that we
could probably still use a bit higher Detail.
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This is looking pretty good, so let's modulate the
Hue next. We'll need another channel, so let's add
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a Separate RGB node here and connect the color.
Then let's connect the second output to the Map
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Range, because the Hue is above the Value, and
this way we avoid crossing links over each other.
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Then let's connect it to the Hue, and add another
Map Range in there. Let's set it to Smooth Step as
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well, and let's set the range to something around
0.5, so that we're not changing the Hue too much.
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And compressing the input range
a bit doesn't hurt either.
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Comparing the color with and
without the Hue modulation,
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we can see that it's kinda subtle, but it
definitely makes it a bit more natural.
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What we can also do, is modulate
the Hue based on the Value channel.
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Currently the Hue and Value have completely
independent noise patterns, which is good,
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but we might also want to, say, make the
lighter parts more green than the darker parts.
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So let's duplicate the Value Map Range with
Ctrl+Shift+D, to keep the input connection. Then,
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we can use this to offset the Hue that
we computed with the other noise channel.
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So let's add a Math node onto the Hue
link, and connect our new Map Range.
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Now, if we set both outputs to zero,
it doesn't do anything. But then,
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higher output values shift the Hue clockwise,
and lower values shift it counter-clockwise.
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So if we want to push the dark parts a bit more
towards red, perhaps to make it look like older
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slightly dried moss, we can just put a lower
value in the min output. The result is that
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the Hue is still decoupled from the Value, as
we're feeding it an independent noise channel,
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but because we're additionally also
feeding it the same channel as the Value,
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we're biasing the darker parts more towards red.
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At this point the color is looking a
bit dark, so let's brighten it up a bit.
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And now we can plug it into the
shader, and look at the result.
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It's definitely looking more natural, now
that it doesn't have a single flat color.
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But if we look more closely, on an individual
level, the moss clumps are still very uniform.
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Conveniently, the Voronoi, which we
are using to create this clumpy effect,
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gives us a random value for each cell, which
we can now use to modulate the color as well.
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So let's add a Separate RGB again,
and connect it to the color output.
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Now we can bring this to our moss color setup,
and if we just plug this directly into the Value,
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we see how each clump gets a different brightness.
But we'll want to control this better with a Map
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Range. So let's raise the lower output a bit,
so that it doesn't go all the way to black.
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That's good, but we still want the
big noise to affect our Value as well,
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so let's plug it back, and combine
them with a multiplication.
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This creates a really nice and mossy effect,
with variation at different scale levels.
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Finally, let's also play a bit with the
Saturation. Since we defined that the
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brighter moss parts are supposed to be more fresh,
let's also make them a bit more saturated than the
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dark parts, so that they pop a bit more. We can
do that by getting another Map Range in here,
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and using it to map the combined
brightness onto the Saturation.
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So let's connect it up. Then everything
becomes desaturated, as we're even feeding
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it negative Saturation values. So let's
set this back up to one, and go from there.
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We can really desaturate it if we push
it down a lot, but let's keep it subtle.
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We can also tweak the input range a bit, to
bias it more towards the saturated parts.
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Then let's take a look at the shader, to
confirm that it's looking a lot nicer. And
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then it's time to maximize the node editor to
tidy everything up. Let's frame this and call it
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Moss Color. And let's also copy the node color
over. Then we can snap everything into place.
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Lastly, let's not forget to color code our
different patterns based on their frequency.
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