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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,400 --> 00:00:04,320 The moss texture is looking pretty good,  but the shader is looking a bit matte.   2 00:00:04,320 --> 00:00:07,280 There is none of that velvety  shine you'd normally see on moss. 3 00:00:07,840 --> 00:00:13,280 In fact, velvet is the key word here. Velvet  has a specific look, which is caused by small   4 00:00:13,280 --> 00:00:17,600 standing fibers. Moss has a very similar  structure, with lots of standing bits.   5 00:00:18,320 --> 00:00:22,320 This could be simulated by actually  covering the surface with little strands,   6 00:00:22,320 --> 00:00:25,760 but since we want to do everything in the  shader, and this is not intended for such   7 00:00:25,760 --> 00:00:29,280 extreme closeups where the individual  strands would actually be visible,   8 00:00:29,280 --> 00:00:33,840 let's instead just simulate the macroscopic effect  the strands would have on the surface shading. 9 00:00:34,560 --> 00:00:38,240 It just so happens that Blender has  an aptly named Velvet shader that is   10 00:00:38,240 --> 00:00:43,360 made exactly for this purpose. It simulates  how a surface that is covered in tiny hairs   11 00:00:43,360 --> 00:00:47,920 would look from far away. So let's replace  the Diffuse shader with a Velvet shader. 12 00:00:49,280 --> 00:00:52,960 The first thing we notice, is how much  darker it gets, especially at the parts   13 00:00:52,960 --> 00:00:57,440 where we are looking at the moss straight  on. This is to be expected, as you'd see   14 00:00:57,440 --> 00:01:01,520 basically no light reflected when looking  straight into a surface made of tiny hairs. 15 00:01:04,880 --> 00:01:07,440 Let's increase the color  brightness a bit to compensate.   16 00:01:10,080 --> 00:01:14,800 We can see that already the moss looks quite  shiny. It's particularly noticeable how the   17 00:01:14,800 --> 00:01:18,880 Velvet shader highlights the edges, where the  surface of the moss curves away from the view. 18 00:01:19,520 --> 00:01:24,080 To make the shine even more prominent, we  can lower the sigma a bit. This makes the   19 00:01:24,080 --> 00:01:28,080 moss a bit darker again, but increases the  contrast of the nice highlights at the edges. 20 00:01:28,800 --> 00:01:32,640 This is a nice effect, but our moss  is probably a bit too shiny now.   21 00:01:32,640 --> 00:01:36,960 That's because this shader is simulating a  surface that is completely composed of tiny hairs,   22 00:01:36,960 --> 00:01:41,120 as if there is nothing underneath. But in  reality, everything is much more messy,   23 00:01:41,120 --> 00:01:46,160 with a lot of surfaces in different directions, so  the moss would also display some diffuse behavior. 24 00:01:46,960 --> 00:01:50,400 The answer is to bring back our  Diffuse shader, and mix the two,   25 00:01:50,400 --> 00:01:54,240 so that we have a certain amount of diffuse  and a certain amount of velvet behavior.   26 00:01:55,120 --> 00:01:59,600 So adding a Diffuse shader, and a Mix shader,  we can connect them, and set the mixing factor.   27 00:02:00,320 --> 00:02:08,080 .5 is a bit too diffuse. We really want quite a  bit of that velvety look. .8 seems to work well. 28 00:02:08,080 --> 00:02:12,880 Now if we switch to Eevee, our moss looks  extremely bright. That's because unfortunately,   29 00:02:12,880 --> 00:02:15,440 Eevee doesn't support the  Velvet shader at the moment,   30 00:02:15,440 --> 00:02:17,440 so it's falling back on the diffuse behavior. 31 00:02:18,000 --> 00:02:22,160 So we can't get the proper velvet effect  in Eevee, but we can work around the   32 00:02:22,160 --> 00:02:25,520 brightness issue so that our shader  at least looks presentable in Eevee. 33 00:02:26,080 --> 00:02:28,640 Let's make a version of the  shader that looks good in Eevee.   34 00:02:29,200 --> 00:02:33,760 We'll need only the diffuse component, so  let's duplicate the Diffuse shader. Then,   35 00:02:33,760 --> 00:02:39,120 we still want to use the same color, but quite a  bit darker. So let's add a Hue Saturation node. 36 00:02:39,120 --> 00:02:42,480 Then we can plug this into the Mix node  where we combine the wall and the moss.   37 00:02:43,200 --> 00:02:51,120 Now it's just a matter of lowering the Value  until the color looks reasonable. That seems   38 00:02:51,120 --> 00:02:57,040 alright. Now we have two versions of the moss  shader, one for Cycles, and one for Eevee. 39 00:02:57,040 --> 00:03:00,880 Unfortunately, there is currently no way  to tell Blender to conditionally connect   40 00:03:00,880 --> 00:03:04,960 one or the other shader into our Mix,  depending on the render engine, however,   41 00:03:04,960 --> 00:03:08,880 if we take a look at the Material Output, we  see that we can select a render engine there. 42 00:03:09,520 --> 00:03:13,600 So if we have two versions of the whole  shader, we can just plug each of them into   43 00:03:13,600 --> 00:03:18,640 a separate Material Output for the respective  render engine. So let's duplicate the Material   44 00:03:18,640 --> 00:03:23,440 Output. We'll set the first one to Cycles,  and reconnect the fancy Velvet shader. 45 00:03:25,760 --> 00:03:27,840 Then let's set the second output to Eevee,   46 00:03:27,840 --> 00:03:31,840 and duplicate the Shader Mix node, so that we  can create two versions of the whole shader.   47 00:03:33,840 --> 00:03:38,000 Then it's just a matter of plugging the simplified  moss shader in there, and connecting it to the   48 00:03:38,000 --> 00:03:42,480 Material Output, as well as the Displacement  node, which we need for the normals in Eevee. 49 00:03:43,440 --> 00:03:47,600 Now, if we look at the Eevee output, we don't  get that super bright version of the shader,   50 00:03:47,600 --> 00:03:50,800 but if we switch to Cycles, our  nice velvet effect is still there. 51 00:03:52,800 --> 00:03:59,840 And finally, it's time to  organize the nodes again. 6339

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