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The moss texture is looking pretty good, but the shader is looking a bit matte.
There is none of that velvety shine you'd normally see on moss.
In fact, velvet is the key word here. Velvet has a specific look, which is caused by small
standing fibers. Moss has a very similar structure, with lots of standing bits.
This could be simulated by actually covering the surface with little strands,
but since we want to do everything in the shader, and this is not intended for such
extreme closeups where the individual strands would actually be visible,
let's instead just simulate the macroscopic effect the strands would have on the surface shading.
It just so happens that Blender has an aptly named Velvet shader that is
made exactly for this purpose. It simulates how a surface that is covered in tiny hairs
would look from far away. So let's replace the Diffuse shader with a Velvet shader.
The first thing we notice, is how much darker it gets, especially at the parts
where we are looking at the moss straight on. This is to be expected, as you'd see
basically no light reflected when looking straight into a surface made of tiny hairs.
Let's increase the color brightness a bit to compensate.
We can see that already the moss looks quite shiny. It's particularly noticeable how the
Velvet shader highlights the edges, where the surface of the moss curves away from the view.
To make the shine even more prominent, we can lower the sigma a bit. This makes the
moss a bit darker again, but increases the contrast of the nice highlights at the edges.
This is a nice effect, but our moss is probably a bit too shiny now.
That's because this shader is simulating a surface that is completely composed of tiny hairs,
as if there is nothing underneath. But in reality, everything is much more messy,
with a lot of surfaces in different directions, so the moss would also display some diffuse behavior.
The answer is to bring back our Diffuse shader, and mix the two,
so that we have a certain amount of diffuse and a certain amount of velvet behavior.
So adding a Diffuse shader, and a Mix shader, we can connect them, and set the mixing factor.
.5 is a bit too diffuse. We really want quite a bit of that velvety look. .8 seems to work well.
Now if we switch to Eevee, our moss looks extremely bright. That's because unfortunately,
Eevee doesn't support the Velvet shader at the moment,
so it's falling back on the diffuse behavior.
So we can't get the proper velvet effect in Eevee, but we can work around the
brightness issue so that our shader at least looks presentable in Eevee.
Let's make a version of the shader that looks good in Eevee.
We'll need only the diffuse component, so let's duplicate the Diffuse shader. Then,
we still want to use the same color, but quite a bit darker. So let's add a Hue Saturation node.
Then we can plug this into the Mix node where we combine the wall and the moss.
Now it's just a matter of lowering the Value until the color looks reasonable. That seems
alright. Now we have two versions of the moss shader, one for Cycles, and one for Eevee.
Unfortunately, there is currently no way to tell Blender to conditionally connect
one or the other shader into our Mix, depending on the render engine, however,
if we take a look at the Material Output, we see that we can select a render engine there.
So if we have two versions of the whole shader, we can just plug each of them into
a separate Material Output for the respective render engine. So let's duplicate the Material
Output. We'll set the first one to Cycles, and reconnect the fancy Velvet shader.
Then let's set the second output to Eevee,
and duplicate the Shader Mix node, so that we can create two versions of the whole shader.
Then it's just a matter of plugging the simplified moss shader in there, and connecting it to the
Material Output, as well as the Displacement node, which we need for the normals in Eevee.
Now, if we look at the Eevee output, we don't get that super bright version of the shader,
but if we switch to Cycles, our nice velvet effect is still there.
And finally, it's time to organize the nodes again.
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