yes, please. I think 1 video showcasing 2 different variations (close to the camera and as a part of a large scene) of mossify usage in a scene would REAALLLY help us all and its good content too. Thanks a ton
As a mycologist I have to be the one to tell you - For the most realistic results moss will only grow facing the direction of the light. Also, clumping will be thicker and brighter on the side that's facing the light. Texture designers in gaming never think about this stuff. I'm sure creating the algorithm in the engine to actually generate this amount of realism would be hard but it's essential, it'd be like shadows not making sense. It breaks immersion.
@@ArgotArgot good question, might have to ask a zoologist for specifics for certain species. But yes you do see animals where fungi are adapted to their survival needs. Usually symbiotic spores need a surrogate that's specific, sometimes it's a virus or pathogen (bacteria) that binds or carries between the skin, fur, scales or feathers (guts).
Hey! Good to know. Professional texture artists do add these kinds of details actually. And you can do that for the system by adding a simple Z mask on the asset as most of the objects with moss would be lying on a floor, light will probably come from the top. I always add a noised-up gradient Z mask when adding these details.
I kept getting Blender hanging on me, till I realized that the mesh I was adding the modifier to was scaled very large at the parent level. Posting here in case anyone elses computer says 'no' when adding the modifier.
The moss in this video looks incredible! But copying the exact same attributes into my downloaded scene gives me bad looking moss. Why does it not work as shown in the video??
Very useful. Get it to cluster at the rings on a long tube and you have bamboo. Tweak the leaf shape and colours and it gives you lichen. Tweak the colours and you have coral. If we could loop the length and angle values we have animated moss and coral polyps. Now what we need is a way to convert the thing to a simplified normal or overlay for mid poly games.
Hi I just downloaded the free demo and I'm pretty new to Blender so I don't really know how to apply this moss to an asset I made in my own scene instead of the monkey in yours?
needs a way to make the moss grow on the tops of objects and have user set fall off. and maybe even have a texture paint override to that for some hand painting options.
Yep, totally agree, maybe there's a way to map it with an AO map, both in object space or in world space, for brick texture for exemple, the moss would be present inbetween the bricks. I don't think it's a big deal to setup it! Other than that this add-on looks very qualitative !!!
Hmm... This is really cool, but it instantly freezes Blender on 3.5 when switching to Render mode on my M1 Max. That really sucks. Is anyone else on apple silicon getting this problem?
I thought it froze on my computer to (rtx 3070, 16gb ram, blender 3.5). It looked like it was not responding,, but just left it for a little while and it did work then. Very nice work :)
I'm wondering the same thing. Cannot apply the material at my own scene, cannot append the file, I've been looking for that info for a few hours now and can't seem to find a solutioon.
@@NinoDefoq Howdy, I was having a fiddle with you8r node setup, and I modified it a little to make it play a little better with animations. I made a thing: ru-vid.comqFzV6PDMhbc
Hi, this is amazing. I appended this to an existing project (as you suggested in this thread) and I can't seem to find the moss nodes to change moss color. All I see are the existing nodes/materials that existed before adding moss. Literally my first Blender project, so might be noob question. Thanks! Moss is perfect.
It really looks very nice. But I have one question. When I add moss to a complex object, for example a tree that has a trunk, branches and leaves, how do I make the moss be located mainly on the trunk, maybe a little on the branches, and not affect the leaves at all?
Hi! With the latest version, you should be able to enable weight paint. This allows you to weight paint the spots where you want your moss and you'll also be able to control the density with the weight values. Did you try that out?
Thank you! Best you can achieve with geo nodes right now is with a feedback loop / buffer that detects objects. Maybe this helps: twitter.com/seanterelle/status/1591173960183742464?t=uwiblZ1Eakw2qMFajPb0xw&s=19 I May do a tutorial on that topic soon!
Hello! I'm trying to use this on a curved mesh regardless of normal direction of the faces, the moss is always growing on the convex side, not the concave side (where i want it to grow). Any ideas on how to fix this?
Would these moss layer be exportable as a GTLF to another program like Godot? ? ? I'm trying to get as many procedural material put together to create functional game levels. I'm tempted by the price tag but I'm also burdened with a lot of family debt at the momment.
Currently there is no easy/automatic way to export it. Some materials are procedural and require baking first. Its on my to do list but will take time to be included. So for now I have to say no, it's not possible without manually baking the textures.
I don't mind a little bit of extra work, if anything my biggest concern would be if the moss / foliage gets too big it might require some additional sway or bones to make it seem responsive to the players presence rather than a solid mass.@@NinoDefoq
Does this work in Blender 2.93? I am using 2.93 but I get an error saying Undefined socket on the modifier properties and node editor, also no moss shows up. I am fairly new to blender and have not yet explored much of the node edting functions.
Super cool! Big Thanks! but how to use this geometry node in a blender project? i mean i'm a noob but i don't know the worflow with this add-ons which are themself blender projetc(.blend file). are we constrain to work our scene in the project mossify.blend himself?
Thanks! You can append whatever you want to any scene. Go to file -> append -> locate the mossify blend file and double click -> go to node groups-> append mossify. Then to apply it to your object go to the modifier panel-> add geometry node modifier -> choose mossify
This is amazing content. I am using blender 3.0 and 3.4. Im getting undefined nodes in the material shader and the moss doesnt look like the one you are showcasing. Do i need 3.5 or am i doing something wrong?
Thank you! You can append the geometry node setups with the materials, and then add the geometry node setup to the object you like 😇 or just append the Suzanne monkey in your scene and copy the modifiers to your objects.
Thanks so much for for sharing Nino! In version 3.5.1 of Blender the base texture (rock base colour) isnt appearing for me. I opened the file again in version 3.4.1 and no issues. Any ideas what could have happened in the version change? Cheers!
Thank you! Could it be the UVs perhaps? Check the naming of the output attributes and make sure it matches! Also try out our Baked Blender Pro Suite, a free addon that includes the mossify geometry node setup and more fun things to play around with. You can drag and drop the moss onto your objects, maybe it's a slightly different version and may work better for you. bakeduniverse.gumroad.com/l/bbps
Please friend, activate subtitles for your videos (or automatic subtitles) in your channel settings, so that the hearing impaired can understand the content.
@@NinoDefoq Thank you for your attention. A lot of people will be happy with your attitude. Congratulations on releasing this great addon, I will buy it!
For sure! Append the Mossify geometry nodes to your desired blend file, and add a geometry node system in the modifier panel to your desired object and simply select the mossify geometry node setup there.
Can anyone explain how to download it? on the website is only a file with "map". is there any way to download nodes itself? i have no clue how to install it. Or i need to export it somehow? please help me
I made it in a way where it adds the stone material. If you want your own material instead, just change the material to what you want it to be in the geometry node setup and you should be good!
@@NinoDefoq I assume that its a extremely noob question but i cant find in your video how do you actually insert the file onto the object. Can you explain it better or can recommend a tutorial that explains it?
@@filipsmolarczyk6427 file -> append -> locate the mossify .blend file -> nodetree-> mossify. Then add a geometry node setup on your own object and select geometry nodes. Then select the Mossify node there. We also have a new addon that is an asset library which also contains Mossify. This addon allows you to simply drag and drop it. Have a look: bakeduniverse.gumroad.com/l/bbps
Hi. I d/l the .blend file but how do I make this an add-on so it shows up or is available in any blender project I start? or can you? I am new to Blender so I don't know what to do with a .blend file because if I open it, it opens but how could I use it in another project? thx
@@TruthSurge could you, please, share with us what worked? I tried appending the file, baking into the mossify file, nothing works and I've been desperately looking for solution.
@@kamiborisova9831 I haven't used Blender in maaany months but I think you can APPEND a .blend file and I also recall that I was able to just COPY something and PASTE it into another blender scene. open .blend, copy something like select an object and hit control-C then close that project, open the other, control-V to paste it. But I also seemed to have weird problems trying to use assets where the rigging wouldn't come in properly. I just got fed up with the frustrations and being burnt 1000000 times by not APPLYING THE TRANSFORMATION. So.... my Blender days are prob over but good luck to you!!! You would think APPEND would take the blend file and import ALL of the stuff in. But, it also brings up some dialogue asking WHAT you want to bring in and I was like... uh, not sure. Do I NEED everything? If I select the MAN, will it be smart enough to bring in the textures too? It was just too much stress and I don't want to spend all day every day for the rest of my life trying to figure out how to tell a program what I want.