Tips on improving moss

Hi,

I’ve been researching ways to create nice looking moss in UE4, but I’m still not happy with the results.
To give a short overview of the way I went about creating it, is the following:

  • I used the atlas moss textures from Megascans and imported them into blender to project them onto a plane and cut them out. I followed the same steps as they showed in the quixel tutorial of 2017

  • I found an interesting looking scattering tool to scatter the moss in UE on a mesh with the use of the fuzz texture coming with meshes in Megascans. Similar to the following example done by Daljit: ArtStation - Realistic Moss Tutorial, Daljit Singh

When setting it up in Unreal I can’t get the moss texture to look nice, it keeps having a bit of a grey hue to it.

Any tips and tricks on how to improve the look? Thanks in advance!


It sounds like it’s being desaturated somewhere in the material and/or prior to import. Actually, I’m not sure exactly which ‘moss’ is referred to in the images. Is it the reddish brown / green things spread on the stone in picture 1 and a little bit in picture 2? or is it something less noticeable, like the more greyish-green and greyish-brown stuff which looks strangely fuzzy?

Hi Presto,

Thnx for the reply! Ah, yes I see it’s a bit vague what the actual moss is :wink: It’s the small little patches, especially visible in the second image.
Have been playing around with some tools and result is getting better. Not there yet, bet getting there I think :slight_smile:

Looks better, though it’s not a typical moss, but cool looking. One of the issues I usually come across with generating stuff that has mass and form, and lots of fine detail on surfaces, is getting the normals to correctly connect with the rest of the material. There’s such a range of different ways of doing it.