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I'm wanting to add moss to the trees in the Shadowlands, and I'm wondering if you guys have any ideas on implementing it.
My current idea is to just add planes with a moss textures as pictured.moss_placement.png.38468e2e00acda465eb6471d32224d9c.png

This seems like it would take a ton of manual labor and time to place each one though, since I'm want to essentially cover the existing trees with moss.

If anyone has thoughts or suggestions I would really appreciate input!

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On 6/10/2025 at 7:31 AM, Froggy89 said:

This seems like it would take a ton of manual labor and time to place each one

There's not really any other practical way to do it. At least for something that needs curation like the archway there. If you want to put them on regular trees, you might be able to get away with some sort of cloner that distributes them across the selected meshes. I assume Blender has something like that. Although you may need to duplicate the trees and subdivide them to create enough geo for that to work (that sort of thing usually distributes based on verts or polys).

Btw, Odyssey has backface culling, so have you doubled up your planes? I'd also suggest in cases like this that you add some subdivisions and put it in whatever Blender's equivalent of a curve deformer is to add some more natural-looking droop.

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Photosource it from nature and layer it on with GIMP. LDA_Bark01.tga in Kashyyyk textures. etc I might be able to get some good moss photos, it's how I do everything, if that is of interest to you. You can reskin the bark textures to have a repeating moss pattern. I might be able to take some of this work on for you, if you're interested. I think this would help you implement further geometry, blending the textures there.

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On 6/10/2025 at 6:30 PM, DarthParametric said:

There's not really any other practical way to do it. At least for something that needs curation like the archway there. If you want to put them on regular trees, you might be able to get away with some sort of cloner that distributes them across the selected meshes. I assume Blender has something like that. Although you may need to duplicate the trees and subdivide them to create enough geo for that to work (that sort of thing usually distributes based on verts or polys).

Btw, Odyssey has backface culling, so have you doubled up your planes? I'd also suggest in cases like this that you add some subdivisions and put it in whatever Blender's equivalent of a curve deformer is to add some more natural-looking droop.

I was able to use geometry nodes to do some placement, but after quite a bit of effort, it still looks pretty bad. I think iimage.png.ed0f54034484e4920d7cae8514bdca74.pngt especially looks out of place since it's not lightmapped. I think I'll abandon this endeavor and just settle for a retexturing I was doing separately.

 

On 6/11/2025 at 2:58 PM, 90SK said:

Photosource it from nature and layer it on with GIMP. LDA_Bark01.tga in Kashyyyk textures. etc I might be able to get some good moss photos, it's how I do everything, if that is of interest to you. You can reskin the bark textures to have a repeating moss pattern. I might be able to take some of this work on for you, if you're interested. I think this would help you implement further geometry, blending the textures there.

Thank you for the offer! I actually already had some mossy retextures that I was doing for the bark and soil, though. My hope was to add some geometry for moss on top of the retexture. But I think I'm okay with giving up on that at this point :)

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