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These are the user uploaded subtitles that are being translated: 1 00:00:01,660 --> 00:00:05,000 The moss is looking good, but it's growing everywhere, so let's randomize the moss distribution 2 00:00:05,000 --> 00:00:06,000 throughout the surface. 3 00:00:06,000 --> 00:00:10,520 We're joining the moss and the wall with the depth comparison technique. 4 00:00:10,520 --> 00:00:14,839 So we can easily create variation in the moss by pushing it into the wall where we want 5 00:00:14,839 --> 00:00:19,020 less moss, and letting it come farther out of the wall where we want more moss. 6 00:00:19,020 --> 00:00:23,510 So let's add a Noise Texture to control this depth variation, set it to 2D, and connect 7 00:00:23,510 --> 00:00:24,840 it to the texture coordinates. 8 00:00:24,840 --> 00:00:30,710 Let's take a look at it, and make it much bigger, to create big moss patches on the 9 00:00:30,710 --> 00:00:31,710 wall. 10 00:00:31,710 --> 00:00:37,100 Let's also increase the Detail and Roughness, so that it doesn't look too smooth and uniform. 11 00:00:37,100 --> 00:00:42,700 Then we can add a Math node to subtract 0.5, so that the displacement is centered around 12 00:00:42,700 --> 00:00:44,360 the current moss depth. 13 00:00:44,360 --> 00:00:48,770 And another Math node to multiply the intensity. 14 00:00:48,770 --> 00:00:58,810 Then we can move this over, and insert a Math node in between, to add the noise onto the 15 00:00:58,810 --> 00:00:59,810 depth map. 16 00:00:59,810 --> 00:01:04,360 And then we can see how this affects the moss texture. 17 00:01:04,360 --> 00:01:11,010 Then, let's take a look at the shader. 18 00:01:11,010 --> 00:01:16,910 If we start increasing the intensity, we see the moss forming bigger patches in some places, 19 00:01:16,910 --> 00:01:18,010 and disappearing in others. 20 00:01:18,010 --> 00:01:26,190 At this point, we might have too much moss, so to control the amount of moss coverage 21 00:01:26,190 --> 00:01:30,150 over the whole wall, let's create some more space here and insert a subtraction into the 22 00:01:30,150 --> 00:01:34,820 chain, so that we can offset the whole moss surface into or out of the wall. 23 00:01:34,820 --> 00:01:41,850 This value now controls the amount of moss, while the noise intensity controls the amount 24 00:01:41,850 --> 00:01:44,080 of variation in the moss distribution. 25 00:01:44,080 --> 00:01:48,740 One thing that we might notice, is that there seems to be more moss on the dark parts of 26 00:01:48,740 --> 00:01:49,910 the wall than the light ones. 27 00:01:49,910 --> 00:01:54,100 That's because the Noise Texture we're using has a similar scale to the one we used for 28 00:01:54,100 --> 00:01:57,500 the color variation, which causes them to almost match each other. 29 00:01:57,500 --> 00:02:01,880 To break this relationship, we can just offset the moss texture with a Vector Math node. 30 00:02:01,880 --> 00:02:06,380 If we set it to subtract, and connect it to the coordinates that we're feeding into the 31 00:02:06,380 --> 00:02:10,039 Noise, we can simply drag the noise across the surface, shifting the distribution along 32 00:02:10,039 --> 00:02:11,039 with it. 33 00:02:11,039 --> 00:02:15,220 This allows us to have a different part of the noise that doesn't look the same as the 34 00:02:15,220 --> 00:02:16,220 color texture. 35 00:02:16,220 --> 00:02:20,140 This also enables us to have better control, and find a distribution that looks the way 36 00:02:20,140 --> 00:02:21,140 we want. 37 00:02:21,140 --> 00:02:24,350 This applies to any texture, so if we were unhappy with the pattern of any other noise 38 00:02:24,350 --> 00:02:29,490 in the shader, we could add a Vector Math node there as well, and offset it to find 39 00:02:29,490 --> 00:02:30,850 another pattern. 40 00:02:30,850 --> 00:02:36,520 Now the moss is randomly distributed on the wall, but the moss clusters are still a bit 41 00:02:36,520 --> 00:02:37,520 uniform. 42 00:02:37,520 --> 00:02:40,940 So far we have the high frequency Voronoi Texture, and this very low frequency texture, 43 00:02:40,940 --> 00:02:45,830 so what we're missing, is a medium frequency texture, to fill in that extra variation. 44 00:02:45,830 --> 00:02:49,610 This will basically be the same setup as for the low frequency texture. 45 00:02:49,610 --> 00:02:53,850 So let's duplicate the Noise, and make it a bit finer and more detailed. 46 00:02:53,850 --> 00:02:58,840 Let's also duplicate the subtraction and multiplication. 47 00:02:58,840 --> 00:03:10,590 Then let's make a bit more space here, and again, add the texture onto the setup. 48 00:03:10,590 --> 00:03:17,250 Then, if we look at the moss texture, we can see how increasing this texture's intensity 49 00:03:17,250 --> 00:03:19,750 affects the depth map. 50 00:03:19,750 --> 00:03:24,570 Let's take a look at the shader output. 51 00:03:24,570 --> 00:03:33,541 In Cycles, we can make a render border with Ctrl+B to render only part of the viewport, 52 00:03:33,541 --> 00:03:37,720 and enabling the subdivisions, we see how this texture affects the wall. 53 00:03:37,720 --> 00:03:44,040 If we disable the texture, for comparison, it's clear how this makes it look more organic. 54 00:03:44,040 --> 00:03:54,050 Now we can snap all these nodes into place, and set the appropriate node colors for the 55 00:03:54,050 --> 00:03:55,610 different textures. 56 00:03:55,610 --> 00:04:00,510 There is one more thing we can do. 57 00:04:00,510 --> 00:04:03,459 Since we already have this low frequency texture here, we can take advantage of it, to sneak 58 00:04:03,459 --> 00:04:08,099 some extra variation into the color texture. 59 00:04:08,099 --> 00:04:12,280 So let's add a Map Range, to control the effect, and a Math node, to multiply the new texture 60 00:04:12,280 --> 00:04:14,660 into the Value. 61 00:04:14,660 --> 00:04:24,830 Then we need a Separate RGB to get another channel from the Noise Texture. 62 00:04:24,830 --> 00:04:32,600 Let's skip the R channel that's already used for the displacement, and take another channel 63 00:04:32,600 --> 00:04:34,150 for the color. 64 00:04:34,150 --> 00:04:38,270 Then we can plug it into the multiplication, compress the range a bit, and set some brighter 65 00:04:38,270 --> 00:04:40,190 values for the output. 66 00:04:40,190 --> 00:04:46,030 Comparing the color with and without the noise shows how this helps to reduce the uniformity. 67 00:04:46,030 --> 00:04:51,720 Then we can just finish organizing the node graph, and our moss is one step closer to 68 00:04:51,720 --> 00:04:52,410 completion. 6916

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