Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranรฎ)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
To blend the moss into the wall, let's add some greenish tint to the wall around the moss,
as if there is some algae growth or something, due to the extra moisture the moss holds.
Over here we have a mask of the moss. This mask is completely sharp,
and represents exactly where our moss is. But now, we want a soft mask that
is a bit bigger than this one, so that we can have a soft fade away from the moss.
For this, we can add a Math node, and plug in the moss depth texture.
And then plug in the wall depth texture, and set it to subtract.
Now, wherever the moss depth is greater than the wall depth, we get a positive
value, and wherever the wall depth is greater, we get a negative value. This means that at the
boundary of the moss, the value is zero, as it crosses from positive to negative.
If we compare this with the sharp mask, we see that indeed the shape is the same,
and the only difference is that this subtraction not only tells us where the moss is,
but also how far from the wall surface it is at any point.
To make absolutely sure that this is indeed equivalent to the sharp mask,
we can add a Greater Than after the subtraction and set it to zero. This confirms that the
positive values do indeed represent the moss, as this mask is identical to the other mask.
But now that we have this extra surface distance information, we can make soft masks as well. If
we add a Map Range onto this output value, we can control where our soft mask starts and ends.
We want it to have full intensity at the boundary,
so let's set the max input to zero, which as we covered, represents the boundary.
Then we can lower the min input, and going farther into the negative direction,
it expands outwards from the moss. This mask is looking pretty good for the color bleed,
so let's make some space here, for another Color Mix node.
And let's plug the new soft mask in there.
It's working, but we need to tweak the color a bit.
Let's copy the moss color as a starting point.
And let's look at the shader output to see it in context.
It's a bit too bright and saturated, so let's adjust it.
Now we can also lower the maximum output of the mask, so that it doesn't go fully green,
but always preserves some of the wall color underneath. And
we can tweak that input range a bit more as well.
Now, if we set the output to zero, to compare it with and without the green tint,
we see how this helps to integrate the moss and ground it onto the wall.
And it's always fun to take a look in Cycles as well.
Then it's just a matter of framing these nodes, naming it, and copying the node color.
And as always, let's organize the rest of the tree a bit.
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.