Moss Weathering


Moss Weathering

In: Mesh Adaptive/Weathering

Complex

Description

This is a full-material effect that works on multiple channels at once. It generates an overgrown moss effect, with a single control for Propagation.

This effect works best with a baked World Space Position map and an additional Heightmap. While this is not an exact requirement, it lends the effect more credible placement.

Make sure to properly understand the Link Creation Modes when working with full materials.

Parameters

 Click here to expand parameters...

Inputs

  • PositionColor Input 
    Baked World Space Position.
  • Height Grayscale Input 
    Additional Heightmap input.
  • Mask Grayscale Input 
    Mask slot used for masking the node's effects. Can be toggled with the "Mask" parameter.

Parameters

  • Channels 
    • Toggle material channels on and off in this group, for example when using Specular/Glossiness maps instead of Metallic/Roughness.
  • Advanced 
    • Normal FormatDirectX, OpenGL
      Switches between different Normalmap formats (inverts the green channel).
    • MaskFalse/True
      Toggles the use of the Mask map on or off.
  • Effect 
    • Moss Propagation0.0 - 1.0
      Sets the spread of the moss. Grows in steps from slight coverage to heavy, thick, dark moss.
  • Blending 
    • Diffuse Intensity0.0 - 1.0
      Blending strength of the Diffuse.
    • Base Color Intensity0.0 - 1.0
      Blending strength of the Base Color.
    • Normal Intensity0.0 - 1.0
      Blending strength of the Normal.
    • Specular Intensity0.0 - 1.0
      Blending strength of the Specular.
    • Glossiness Intensity0.0 - 1.0
      Blending strength of the Glossiness.
    • Roughness Intensity0.0 - 1.0
      Blending strength of the Roughness.
    • Ambient Occlusion Intensity0.0 - 1.0
      Blending strength of the Ambient Occlusion.
    • Height Intensity0.0 - 1.0
      Blending strength of the Height.

Example Images