Making Some Substances, Part 3 [Moss] - Substance Designer



Making A Substance: Moss


This is what we are going for, a fuzzy, multi-shaded green carpet of living boogers.

I would like to add more splotching tho, because it will be intermixing with rusted metals, and would have experience some weather.





The Nodes



The 'Base_Clumps' are made of two Cell Noises which determine the uneven masses of the surface of the sphere the material is on, one to make big clumpy masses for the entire surface and a scaled down version to make micro-clumps that make of those clumps....a picture will be provided.

Feathery_Bits are a bunch of gradients tweaked to make a flowery shape that will be scattered all over the surface, giving a flowery and feathery texture. The gradients are passed through warp nodes to create a variation, and them pumped into a tile sampler.

Map_Generation is producing the normal and height information. 

Color_Map gives a nice gradient of greens, and some splotching as well.

Organic_Detail and Last_Base_Detail are noise maps to get some variation and texture on the surface of the material.

The Results




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