I am trying to recreate the balcony on the left with my model on the right (yeah, I know it’s not perfect yet). But I am struggling with
a) the light streaky effect on the wall and
b) recreating the green mould on the balcony itself.
If someone can show me the node structure for these, I’d be thrilled. Also, if I could get some pointers on how to texture paint this, I’d be tickled pink.
I attach one image and the -blend which should have materials packed in it.
Thanks both of you! I’ve noticed the Sun size effect and will adjust later on.
I would think that the top right material in the lower image would be good, if it were to have concrete grey as base color and then these little ridges and stuff on top of that in green. It’s just kinda sorta blotches of green on concrete I am looking on, but I can’t figure out how to adjust noise color in nodes.
Also, would you please post some of these as .blends - I’d love to learn more of these.
For the green moss I’d use a mix of several methods.
Generate a nice AO map with baking “dirty vertex colors” (search this in forum) with BI as texturemap.
Then I’d use BI again, to bake a “shadowmap” like done so in the snowy mountain tutorial. Google “sebastian könig snowy mountain vimeo”
You use the AO map to generate a greenish tint in the dark parts of the AO texture, which should look natural as the moss will grow at the darker places.
The idea with the second map is that you have added a second sunlight (duplicate yours) and another material, that get’s this sunlight exclusively and no ambient light. If you bake this to a texturemap, you get a grayscale UV map where the areas that are in the shadow in your scene are dark.
Now you save those two maps made with BI and switch back to cycles:
Use the first map to mix a green tint in your material, the darker corners will get a green tint.
Use the second map to define a “stencil area” where the moss will grow, which will be only shaded areas.
Lastly use a generated texture, musgrave and make it green/yellow ramped for the actual moss and also use a b/w channel of this texture for bumpmapping.
The result should be green tint in dark areas, and a bumpy moss only in the shade.
Haven’t tried it, but should work.
A bit of a problem is the moss on the headside of the balcony floor where the water runs down when it’s raining… you might have to paint in the texture.
There are plugins for other packages that create such textures, none for blender.
You could try to generate one with particle rain/water and using particle paint. But that would be more a proof of concept than an effective productive method I guess.
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The fastest method most likely is just paining a “stencil” texture where you want moss and then use it to blend an actual moss photo texture into it.
Wow Arexma, thanks for the effort - it will take me some time to decipher what you wrote (I am a noobie to the 3rd power) but I will certainly try. The stencil method is interesting too.