View Full Version : moss surface

08-29-2005, 04:58 AM
i would like to create a mossy underwater world, with lot's of green vines that have a high density! like this:
http://www.tropical-island.de/MZV%20Gunung%20Mulu%20national%20park%20moss%20cov ered%20trees%20in%20rainforest%20b.jpg (//http://www.tropical-island.de/MZV%20Gunung%20Mulu%20national%20park%20moss%20cov ered%20trees%20in%20rainforest%20b.jpg)

and also rocks which are overgrown with moss like this:


it's supposed to be underwater, so it shouldn't look completly like the images,
but similar!
any ideas on how to start this! what i was wondering, could i do this in saslite, or sasquatch?
or is there a better way to create such surfaces?

:bowdown: :bowdown: in advance! ;)

08-29-2005, 10:33 AM
I can't get the first link to pull up.

Regarding the rocks, one way to do it would be to:

- Create your rock object
- Copy your final rock to a different layer in modeler
- Subdivide the daylights out of it to create a number of points which would match the surface.
- Then kill the polygons on that layer so they won't bog down your render times.
- Then go into layout and turn the points layer into Hypervoxels. Make the HVs small so they don't overwhelm your scene or look out of place with your rock surfaces showing through.

I did something similar with trees for a distance shot. You can find that file on my website if it helps.


08-29-2005, 11:00 AM
yeah for the rocks that would defently be a good idea! but i also want vines
they are more hairy, don't know how to explain hope the next link works!

moss branch (http://www.wallpaper.net.au/wallpaper/plants/Moss%20On%20Branch%20-%201024x768.jpg)

moss 2 (http://www.tropical-island.de/MZV%20Gunung%20Mulu%20national%20park%20moss%20cov ered%20trees%20in%20rainforest%20b.jpg)

thanks for the help so far! :) :)

08-29-2005, 06:59 PM
Dumb question for Hoopti - how do I "kill the poly's" but not the points?

08-29-2005, 07:12 PM
select your polys and press k on the keyboard.

08-30-2005, 10:17 AM
I think the first question for me is: Is this for an animation or a still?

If it's for an animation, and underwater, and you want the "fronds" to undulate slowly in the underwater currents, that's going to increase the complexity of the solution quite a bit. Animating the fuzzy texture realistically to undulate will be pretty challenging, and probably require a "long hair" solution in SasLite / Sasquatch with some fancy motion control on the guide chains.

If it's for an animation where the mossy surfaces are static (i.e. just camera movement), then Sas-Lite, Sasquatch or a clipmap solution might provide some good results for the really fuzzy moss. I haven't used the full Sasquatch, but the downsides of SasLite is a lack of textured surfaces on the hair (although basic surface characteristics like specularity, etc. are available), the result looks like hair (i.e. thin at the ends) not like moss (i.e. thick at the ends), and it doesn't handle the full range of lighting in LW. For example, I couldn't figure out how to get SasLite to respond well to volumetric lighting or get the dappled lighting as in the attached example.

Moss on rocks could possibly be done with an exaggerated bump map if you don't get too close. Bump maps don't produce real geometry, though.

If it's a still, anything goes, up to and including producing flat-surface color, bump and clipmap textures from photographs of the kind of things you want.

Photographs can also be used to create clipmaps for animations with good effect, but lighting a "fan" of clipped polygons can be problematic. For a really good example of clipmapped trees, see this thread:


It's important to note that his lighting is in a light fog, where the trees are fairly evenly illuminated from all sides.

My recommendation is to play with SasLite - it's really fun - and see if you can get good results. Clipmaps are tough to build, but can produce some really excellent results, especially with multiple nested objects (clipmaps are applied to *objects*, not surfaces). If you want the fuzzy moss animated, play with long-hair solution and animated guide chains.

Anyway, here's some examples: the hanging moss is a clipmap, the moss on the rocks and rubble on the ground are exaggerated bump maps, and the mossy tree in the foreground is SasLite. Of course, it's kinda cheating to use a real photo in the background (extracted from the sample you gave), since it lends credability to the CG components.

Good luck, and have fun!

08-30-2005, 01:16 PM
thx MonroePoteet for the help!
i wanna do a still not animation!

the moss done with saslite, looks quite good actually, i will defenetly try it that way, and also the clipmaped moss might be helpfull!
this is defenetly looking good :) :)

i will experiment with saslite, as i never used it it will be a little chalenging, but that's cool!

thx again for the help! :thumbsup: :thumbsup:

08-30-2005, 02:51 PM
Glad to help. Doing a still will be MUCH easier.

SasLite is easy to get going, it's fine-tuning it that's time-consuming:

1) Make an object, any shape any size
2) Make the polys you want fuzzy a different surface name. If the whole thing will be fuzzy, you can have a single surface.
3) Bring the object into Layout
4) Apply the Displacement plug-in SasLite under the Deform tab in the Object Properties
5) Double-click SasLite to configure it. I've attached a screen shot of the settings I used for the sample. It assumes a single-surface object.
6) IMPORTANT: Be sure to add the Pixel Filter SasLite under the Processing tab (CTRL-F8)

Render away, and modify SasLite settings as you see fit. You may run into lighting problems with SasLite, so I'd get your underwater lighting set up ASAP and see how it reacts.