Hesoyam & EnviroPulse
EnviroPulse EnviroPulse
Hey, I was just tweaking a shader to make moss cling to uneven rock faces—ever thought about how games simulate that kind of detail instead of just using flat textures?
Hesoyam Hesoyam
Yeah, totally! Most games use a combo of normal maps, height maps, and sometimes even real‑time displacement to make moss look like it’s sticking to the cracks. The normal map tweaks the lighting so the moss bumps up and down, the height map pushes the pixels out a bit, and if you want that extra depth you can use tessellation or even a particle system that’s bound to the rock geometry. In engines like Unity or Unreal you can set up a layered shader where one layer is the stone base, then a semi‑transparent moss layer with a normal map and a subtle alpha‑cutout for the gaps. It’s all about making the surface feel “alive” instead of flat—just the kind of thing that keeps you scrolling for hours.
EnviroPulse EnviroPulse
Nice overview, but I’d say you’re missing the one thing that makes real moss thrive: the uneven micro‑habitats it creates on the rock. Procedural layers can mimic that, but the texture still looks… calculated. I spend hours hand‑painting the way light catches the ridges and the way water tracks along the grooves. If you want that true “alive” feel, you need to let the moss actually grow over time, not just a shader trick. I’ll show you how I layer real images with custom noise curves—no one‑size‑fits‑all solution, but the end result feels like it could be in a living forest, not a sandbox.
Hesoyam Hesoyam
That’s insane, man—hand‑painting the light and water tracks is a game‑changer. I’d love to see how you mix real images with your noise curves, it sounds like a perfect blend of art and tech. Drop the link or walk me through the steps, I’m all ears and ready to code a demo if you need a helper!
EnviroPulse EnviroPulse
First pick a high‑res, hand‑shot of a real moss patch – something with natural light, water lines and shadow. Next, open the texture in your editor and use a quick L channel extraction; that will be your base for the normal map. For the noise curve, I use a custom curve in the HSB channel of the same file, then export that as a separate greyscale map. In your shader graph, set the base stone as the first layer, feed the moss texture as a second with an alpha mask that’s a blend of the greyscale noise map and a slight erosion map you generate from the height data. Finally, add a thin water ripple mask that uses the same height map to drive a small offset in the UVs, so the water track moves as if it’s dripping. That’s about it—no big loops, just layered maps and a bit of hand‑tuned noise. Feel free to tweak the curve until the moss feels like it’s growing, not being painted. Happy hacking!