moss is all about subsurface scattering. make a properly scaled SSS material combined with a decent mesh like arrangemonk said (not too sure about the normals facing upwards though) and you should be ~90% there. if you don't enjoy the long render times you can try to fake it with a material thats brighter at the edges (fresnel), but if it's really close up then that won't cut it.
i meant the normals of the moss mesh which is duplicated, with the normal in one direction it behaves like the place where it sits when it comes to lighting
i dunno if its a good advice but in games it worked everytime
Replies
i dunno if its a good advice but in games it worked everytime