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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,160 --> 00:00:04,400 To blend the moss into the wall, let's add  some greenish tint to the wall around the moss,   2 00:00:04,400 --> 00:00:08,400 as if there is some algae growth or something,  due to the extra moisture the moss holds. 3 00:00:09,040 --> 00:00:12,880 Over here we have a mask of the  moss. This mask is completely sharp,   4 00:00:12,880 --> 00:00:16,832 and represents exactly where our moss  is. But now, we want a soft mask that   5 00:00:16,832 --> 00:00:20,640 is a bit bigger than this one, so that we  can have a soft fade away from the moss. 6 00:00:21,440 --> 00:00:29,840 For this, we can add a Math node,  and plug in the moss depth texture.   7 00:00:31,680 --> 00:00:34,800 And then plug in the wall depth  texture, and set it to subtract.   8 00:00:40,000 --> 00:00:43,840 Now, wherever the moss depth is greater  than the wall depth, we get a positive  9 00:00:43,840 --> 00:00:48,960 value, and wherever the wall depth is greater,  we get a negative value. This means that at the   10 00:00:48,960 --> 00:00:52,960 boundary of the moss, the value is zero,  as it crosses from positive to negative. 11 00:00:53,600 --> 00:00:57,200 If we compare this with the sharp mask,  we see that indeed the shape is the same,   12 00:00:57,200 --> 00:01:01,280 and the only difference is that this  subtraction not only tells us where the moss is,   13 00:01:01,280 --> 00:01:04,240 but also how far from the wall  surface it is at any point. 14 00:01:04,800 --> 00:01:08,240 To make absolutely sure that this is  indeed equivalent to the sharp mask,   15 00:01:08,240 --> 00:01:13,200 we can add a Greater Than after the subtraction  and set it to zero. This confirms that the   16 00:01:13,200 --> 00:01:17,840 positive values do indeed represent the moss,  as this mask is identical to the other mask. 17 00:01:18,400 --> 00:01:23,680 But now that we have this extra surface distance  information, we can make soft masks as well. If   18 00:01:23,680 --> 00:01:28,560 we add a Map Range onto this output value, we  can control where our soft mask starts and ends.   19 00:01:29,440 --> 00:01:32,080 We want it to have full intensity at the boundary,   20 00:01:32,080 --> 00:01:36,480 so let's set the max input to zero, which  as we covered, represents the boundary. 21 00:01:36,480 --> 00:01:40,400 Then we can lower the min input, and  going farther into the negative direction,   22 00:01:40,400 --> 00:01:47,280 it expands outwards from the moss. This mask  is looking pretty good for the color bleed,   23 00:01:47,280 --> 00:01:53,840 so let's make some space here,  for another Color Mix node.   24 00:01:59,520 --> 00:02:01,520 And let's plug the new soft mask in there. 25 00:02:03,280 --> 00:02:06,320 It's working, but we need  to tweak the color a bit.   26 00:02:06,320 --> 00:02:08,560 Let's copy the moss color as a starting point.   27 00:02:12,960 --> 00:02:15,520 And let's look at the shader  output to see it in context.   28 00:02:17,200 --> 00:02:21,840 It's a bit too bright and  saturated, so let's adjust it. 29 00:02:26,560 --> 00:02:30,880 Now we can also lower the maximum output of  the mask, so that it doesn't go fully green,   30 00:02:30,880 --> 00:02:34,000 but always preserves some of  the wall color underneath. And   31 00:02:34,000 --> 00:02:35,840 we can tweak that input range a bit more as well. 32 00:02:38,240 --> 00:02:42,240 Now, if we set the output to zero, to  compare it with and without the green tint,   33 00:02:42,240 --> 00:02:46,000 we see how this helps to integrate  the moss and ground it onto the wall.   34 00:02:46,000 --> 00:02:49,840 And it's always fun to take  a look in Cycles as well. 35 00:02:51,920 --> 00:02:56,160 Then it's just a matter of framing these  nodes, naming it, and copying the node color.   36 00:02:59,760 --> 00:03:03,840 And as always, let's organize  the rest of the tree a bit. 4198

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