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The moss is looking good, but there is one
final touch to really sell this.
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Right now the moss is composed of pretty solid
chunks, but it would be nice to also have
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some fine moss sprouts sprinkled over the
wall, to blend the boundaries of the moss
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chunks.
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Here in the moss texture, we defined the shapes
of the moss clusters, using low and medium
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frequency textures.
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So let's continue in the same way, and add
a high frequency texture.
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Let's duplicate this Noise, and copy the high
frequency color.
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Then let's make it much smaller, and take
a look.
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Let's also drop the detail, so that we basically
get little dots.
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Then let's add a subtraction to center the
noise around zero, like with the other noises.
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Now let's try adding this onto the displacement
texture, as usual, and see what happens.
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We can see that it added a fine texture throughout
the moss, and it made the edges of the moss
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more fuzzy, with these little dots.
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If we want more of this sparse spotty moss
throughout the wall, we can just increase
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the intensity, and it will poke through the
wall in more places.
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So let's multiply this value.
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Now, the more we increase the value, the more
we see this spotty texture, which creates
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a nice effect for a slightly different type
of moss.
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Let's also check this out in Cycles, remembering
to enable the displacement.
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Immediately it looks very weird, and everything
seems to become a big shadow.
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If we take a closer look, especially if we
look from the side, we see that we have huge
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spikes sticking out of the wall.
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This isn't really what we want, but it makes
sense, since we are multiplying this noise
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by such a large value.
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This makes the texture poke through the wall
in more places, which looks good in our moss
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mask, but it's a total failure for our displacement,
as it is going way too far.
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As we saw before, just reducing the multiplication
isn't a solution, as we lose most of the nice
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spotty effect.
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So let's try to come up with a solution that
let's us use the intense texture for the mask,
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but the more subtle texture for the displacement.
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Let's first deal with the mask.
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Here we are feeding the moss displacement
texture into two components, the mask being
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computed by the Less Than, and the general
displacement texture being computed just above.
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So the fist thing we can do, is add this new
noise only to the mask component, and not
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the displacement component.
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So let's bring the addition over here, and
connect it just before the Less Than, without
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also feeding this value to the other nodes
above.
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Then we can plug the texture back in.
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Now, if we look at the mask, we see the spotty
texture.
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But if we look at the displacement texture,
it doesn't have any sign of this texture at
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all.
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So let's check the result in Cycles.
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Indeed we got rid of the big spikes, but the
spotty texture doesn't seem to be very visible.
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Let's take a closer look.
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Here we see that the spots are there, but
because they are not being displaced, we only
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see them as a difference in the shading, which
is much less noticeable, and looks very strange
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being completely flat on the bricks.
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So let's see how we can implement the displacement
as well, without getting the big spikes again.
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Firstly, we'll need a less intense version
of the texture.
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So let's duplicate the multiplication and
set it to a lower value.
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Like we saw before, if we would add this to
the moss displacement now, this texture wouldn't
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be strong enough to poke through the wall
surface.
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What we can do instead, is add this to the
whole displacement texture, after we combine
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the moss with the wall.
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So let's add a Math node all the way at the
end of the displacement texture, and connect
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our new Noise.
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If we look at the render now, we see the texture
applied to the whole surface, as it's being
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added to everything, rather than being combined
with the Maximum operation.
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Of course, this isn't the result we're going
for, however, it doesn't have those spikes,
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as the texture is much less intense, and it
looks much closer to what we'd want.
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Now, all we need is a way to limit this displacement,
only to the places where there is moss.
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It just so happens that we already have a
mask to do exactly that!
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Our moss mask has the same spotty texture
that matches exactly with the displacement
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texture, so we can use it to mask this displacement.
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So let's just add a multiplication to the
displacement texture, and plug in the mask.
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If we take a look at the result, we now have
the same displacement texture, but only in
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the spots with moss.
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So now if we look at the final shader, we
finally have the result that we are looking
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for.
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The spotty texture is diffusing our moss,
like we wanted, but without creating big spikes
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in the displacement.
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And the best part is that now we can control
the texture intensity for the mask and for
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the displacement completely independently.
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So if we consider that this displacement is
still too intense, we can just lower this
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multiplication, and it doesn't affect the
texture distribution at all, only the displacement
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amount.
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Now that this is working, we have a new type
of moss, with more diffuse blended boundaries,
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but it would be nice to also have some of
that more chunky moss we had before, in some
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spots.
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So let's modulate the moss spottiness with
a noise.
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We already happen to have a low frequency
Noise here that is perfect for this situation.
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We are using the first channel for the general
moss distribution, and the last channel for
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the color, but luckily, we still have one
independent channel free to use for this.
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So let's make some space here for a Map Range
node.
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And then we can connect the second noise channel
to it.
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Let's use it to modulate the amount of spottiness
in the mask.
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We had a value of five there, which was working
nicely, so let's use that for the max output,
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00:06:03,120 --> 00:06:05,220
and let's try something like two for the min.
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But it's best to take a look a the mask itself,
to see how these values affect it.
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There doesn't seem to be that much variation
right now, so let's compress the input range
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to get some more noticeable differences in
the distribution.
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A min of zero let's us really see the texture
distribution.
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We can also invert the order of the outputs,
to invert which parts get spots and which
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don't.
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I think something like this looks pretty good,
as we get some nice chunky bits over here.
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Now let's set the lowest output back up to
two, so that we don't completely turn off
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the effect.
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This is only modulating the distribution,
but not the displacement intensity, as that
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is controlled by the other multiplication.
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So let's duplicate this Map Range, and then
we can also modulate the intensity, so that
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parts with less of the spotty texture also
get less of this displacement.
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We had a value of .5, so let's set something
around that range.
104
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And let's perhaps change the input distribution
a bit as well.
105
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But as usual this is all subjective.
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Since we are clipping the noise, let's set
the interpolation to Smooth Step.
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And finally let's take a look at the result.
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Now we can see that we have some parts with
this diffused spotty moss, and some parts
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with a more chunky and defined moss.
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Now, all that remains is to organize this
last bit of the node tree.
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Finally, we can sit back, and admire the final
result that we created after all this work,
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while we start thinking about all the new
things we can make next with the techniques
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that we explored.
11754
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