Mossify
Mossify uses the Standard Royalty Free License.
Yes! Mossify is made to work with both Cycles and Eevee.
As Mossify is an asset library you'll be able to use it in any version. Please note that the biome presets and geometry-node based assets are built on geometry nodes, which means that these features won't work in Blender versions before the release of geometry nodes.
I recommend using Blender 3.5 or up as from that version and up Blender supports drag-and-drop of geometry nodes from within the asset browser. This means you'll be able to drag and drop the biomes onto whatever object you'd like without having to manually add it.
Sadly enough there's a small issue in Blender's 4.1 alpha that does not include the default collections that were set in the biome geometry node setups. This means it simply does not import all the right assets for a biome to work properly.
As 4.1 is in its alpha state, I'm guessing this issue will be fixed. If not, I'll make sure to find a work around once it is in its supported release.
As a part of the moss assets work with alpha's and transparency, dark spots may appear if the Transparent light paths setting is set too low. To change this:
- Go to the "Render" tab in Blender
- Open up the "Light Paths" tab
- Open up the "Max Bounces" tab
- Set it to a value that makes the darkness disappear.
If the raindrops don't appear, it means it's not spawning in the correct location. Please play around with the "Raindrop Distance to Core" and "Raindrop Layer Thickness" settings.
I explain why and how to tweak these settings in this video: YouTube, at 15:40.
The materials used in Mossify contain variables that can be tweaked with the geometry node setup (the moss biome). Variables like dryness and custom color. This means that it is not one simple image texture that controls the material, but a larger setup.
The way to get Mossify assets into Unity and Unreal is still doable. You'll have to bake the textures of the assets after customization and export for example the .fbx with the baked textures. If you bake the textures, you'll also be able to export full biomes (as long as you baked all textures used in that biome). If don't bake the textures you'll have to manually re-add the textures in the program you want to use it in (you can unpack the required textures from the shader editor of your desired materials in Blender). Then, the way to export a biome after customizing it to your liking is to check "Realize Instances" on top of the biome geometry node setup modifier and then apply the modifier. This will give you a mesh with textures that you'll be able to export.