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The lichens give the wall a lot of character,
but we can still push them a bit further.
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Currently they have a solid color, without
any texture, so let's work on that.
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As lichens age, they seem to get
darker, and as they grow outwards,
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the center of the lichens tends to be darker
than the edges, so let's replicate that.
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It just so happens, that we already
have such a gradient for the lichens,
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as their shape is basically being
defined as a threshold on a gradient.
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So let's duplicate this Map Range, leaving
it connected to the same Noise channel.
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Then let's make some space
here, for a MixRGB node.
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Let's take a look at it, and set it to multiply.
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In this mode, the second color input essentially
works like the Value input in the Hue Saturation
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node, but without requiring the extra
computations for the hue and saturation.
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So let's connect the Map Range to the
second color, and set the factor to one,
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so that it takes full effect. This makes
everything outside the lichens black,
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as right now this Map Range is the same as the
lichen mask, which is zero outside the lichens.
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But now we can tweak the range to
get a gradient over the lichens.
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If we increase the maximum input, we extend the
edge fade farther into the lichens. But now we can
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see this sharp edge where the fade ends, so let's
set the interpolation to Smooth Step to fix that.
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Now let's invert the output range, as we
actually want the center to be darker, rather
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than the edges. And let's set the darkest color to
something like 0.5, rather than completely black.
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Then, if we take a look at
the combined color output,
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we can better visualize how this
gradient looks on the lichens.
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So let's adjust the ranges a bit, and
check how it looks on different lichens.
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And let's organize these nodes a bit.
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Additionally to the color gradient, lichens
also have a complex and detailed texture,
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but since we want to keep it simple,
as the lichens are just a detail,
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it'll be enough to use a generic Noise,
just so they don't look completely flat.
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So let's duplicate this Noise, and make it a
lot finer. Then let's make some space here,
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so that we can combine this noise into
our darkening factor with a Math node.
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Let's set it to multiply, and connect the Noise.
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Then, if we take a look, we can see it together
with the gradient. And looking at the wall color,
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the noise starts making it a bit more
organic. But let's make it even a bit finer.
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And let's drop a Map Range here, so
that we can make it a bit less dark.
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Now let's tweak the Noise a bit more.
We could use some more roughness.
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And perhaps we can reduce the detail a bit,
as this amount of detail doesn't even seem
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to be visible at this scale, so reducing it
just makes the Noise a bit more efficient.
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And that's our lichen texture. So
let's snap the nodes into place.
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And now that we have multiple noises here, let's
color code them to keep track of their relative
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scales. This is the high frequency noise, so
let's copy the yellow color with Ctrl+Shift+C.
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And these nodes are all about the low frequency
lichen shape, so let's copy the red node color.
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And finally, let's look at the shader output,
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and see how much more natural the lichens
look with this extra gradient and noise.
4973
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