No but I used smooth vertex normals and 2 sided lighting (stylized tree style). About the coding: Its not absolutely necessary to code, but it can simplify some things sometimes. So far I haven't had to code to make these.
Hi. Ill make the mannequin standing there next time. Maybe I'll add a few trees too later. This is a roughly 5x5m area. Moss size is a little bit exaggerated, they are like 5 cm long, so less planes makes more dense look. The moss is scattered based on a texture - attribute from map node drives the density of a scatter…
Its a little weird to me that you can only do things on vertex level. But I'm starting to get used to it. Coming from pixel shaders, it would be more convinient if you could access data directly from pixels.
The scale of things is not clear so it makes the moss look like bushes or other tall vegetation. You could add a cone or something to get a better sense of scale. Very interesting stuff, nonetheless, i am also looking into houdini. Could you go into more detail about the setup, specifically what drives the moss spawning?
I finally decided to start learning houdini. Its actually not as hard as it seems at the first look, at least after watching the "houdini isn't scary" tutorial series on youtube. It teaches you some important basics. After that, I was able to implement own ideas with minimal google searching, since im still not very…