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The moss is looking good, but it's growing
everywhere, so let's randomize the moss distribution
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throughout the surface.
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We're joining the moss and the wall with the
depth comparison technique.
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So we can easily create variation in the moss
by pushing it into the wall where we want
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less moss, and letting it come farther out
of the wall where we want more moss.
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So let's add a Noise Texture to control this
depth variation, set it to 2D, and connect
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it to the texture coordinates.
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Let's take a look at it, and make it much
bigger, to create big moss patches on the
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wall.
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Let's also increase the Detail and Roughness,
so that it doesn't look too smooth and uniform.
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Then we can add a Math node to subtract 0.5,
so that the displacement is centered around
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the current moss depth.
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And another Math node to multiply the intensity.
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Then we can move this over, and insert a Math
node in between, to add the noise onto the
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depth map.
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And then we can see how this affects the moss
texture.
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Then, let's take a look at the shader.
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If we start increasing the intensity, we see
the moss forming bigger patches in some places,
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and disappearing in others.
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At this point, we might have too much moss,
so to control the amount of moss coverage
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over the whole wall, let's create some more
space here and insert a subtraction into the
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chain, so that we can offset the whole moss
surface into or out of the wall.
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This value now controls the amount of moss,
while the noise intensity controls the amount
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of variation in the moss distribution.
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One thing that we might notice, is that there
seems to be more moss on the dark parts of
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the wall than the light ones.
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That's because the Noise Texture we're using
has a similar scale to the one we used for
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the color variation, which causes them to
almost match each other.
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To break this relationship, we can just offset
the moss texture with a Vector Math node.
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If we set it to subtract, and connect it to
the coordinates that we're feeding into the
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Noise, we can simply drag the noise across
the surface, shifting the distribution along
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with it.
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This allows us to have a different part of
the noise that doesn't look the same as the
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color texture.
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This also enables us to have better control,
and find a distribution that looks the way
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we want.
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This applies to any texture, so if we were
unhappy with the pattern of any other noise
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in the shader, we could add a Vector Math
node there as well, and offset it to find
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another pattern.
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Now the moss is randomly distributed on the
wall, but the moss clusters are still a bit
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uniform.
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So far we have the high frequency Voronoi
Texture, and this very low frequency texture,
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so what we're missing, is a medium frequency
texture, to fill in that extra variation.
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This will basically be the same setup as for
the low frequency texture.
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So let's duplicate the Noise, and make it
a bit finer and more detailed.
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Let's also duplicate the subtraction and multiplication.
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Then let's make a bit more space here, and
again, add the texture onto the setup.
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Then, if we look at the moss texture, we can
see how increasing this texture's intensity
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affects the depth map.
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Let's take a look at the shader output.
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In Cycles, we can make a render border with
Ctrl+B to render only part of the viewport,
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and enabling the subdivisions, we see how
this texture affects the wall.
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If we disable the texture, for comparison,
it's clear how this makes it look more organic.
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Now we can snap all these nodes into place,
and set the appropriate node colors for the
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different textures.
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There is one more thing we can do.
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Since we already have this low frequency texture
here, we can take advantage of it, to sneak
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some extra variation into the color texture.
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So let's add a Map Range, to control the effect,
and a Math node, to multiply the new texture
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into the Value.
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Then we need a Separate RGB to get another
channel from the Noise Texture.
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Let's skip the R channel that's already used
for the displacement, and take another channel
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for the color.
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Then we can plug it into the multiplication,
compress the range a bit, and set some brighter
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values for the output.
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Comparing the color with and without the noise
shows how this helps to reduce the uniformity.
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Then we can just finish organizing the node
graph, and our moss is one step closer to
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completion.
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