Hello guys. Its the same setup as the grass in the stylized example. I had some small slightly angled planes for the moss, and I projected The vertex normals of the underlaying geo to their vertex normal so in the shading you don't see that they are actually perpendicular cards. This at least doubles the vertex count in…
Can't try it currently, but I think if you would multiply the constant object radius parameter from my example, by an object scale node, it should work with scale variation too. Will check it out later.
@Maximum-Dev - This is how to do that. Just a quick mockup, but I think its straight forward. I would call this a distance to point function. You can move the point by changing the value of the subtract to a vector parameter. You could also stretch the point by either dividing or multiplying the output of the subtract,…