I think my problkem is not having any altitude on objects. How can I get a objects altitude and form to do moss only on the top of the object, and favoring rises.
Basically the PF colors would be hard, and not well broken up and not blend well so I gave up. Simply inverted my rock texture, and used it as a mask on the green since no altitude constraints, slope constraints, or favoring depressions would work.
Also is there a way to use a image shader as a displacement shader/roughness shader, and reflection for the rock? Or would I need to make normals/specular/etc? I am trying to pump in the image as the roughness and displacement and reflection and it seems to be... not working? I did notice too that even a tiled texture, does not tile correctly when set to sphere, on a rock. Hmm.
Edit: I also tried a Transform Input (with Use World Space checked), this seems to give a lot more natural fractals for the scale, but all control, again, on altitude, slopes, depressions is really important.
This preview is with the transform input.
Here we have transform input, and minimum slope constraints. Should be ontop of the rock. Inverting it, or using maximum altitude does the same thing
Tried adjusting the fern which was too bright for my tast... shadow area in the back is like solid black. Ugh. Lol Need to figure out that transparency trick or something.
Still not much change in the moss despite all I've tried. It seems like slope/altitude constraints are on their side, left and right, rather then vertical.
Added a merge shader for some more detail and variance on the PFs for the algae/moss.