Ok, the rocks with moss gig is getting old...or is it? Why stop at layering materials on a mesh when you can layer meshes with meshes?! The effect looks pretty cool to me and is fully adjustable in only a second with instanced parameters.
The biggest change I wanted to try out was to make the moss more volumetric, in the event that I wanted to swap the material later for a slime or something.
I used the default Unreal Starter Bundle material moss to quickly get me something that looked like this.
Source: https://askmarystone.com/let-lichen-and-moss-be/
Source: https://askmarystone.com/let-lichen-and-moss-be/
For the PCG setup, I started with a mesh sampler and gave it a variable to be able to swap that mesh out later. I then used normal to density (and a filter) to be able to select the amount of moss I wanted to grow on the rock. Finally I added some transformation adjustments and allowed the end user to be able to adjust these as well.
Here I needed to add a construction script that is part of the process to allow a user to swap the mesh out and have the PCG content still work with it. This is also where I added the moss scale, rotation, amount and variation variables.
Having meshes be able to stick to one another in this way seems to be a relatively useful workflow and can already imagine a few other use case possibilities, such as planets with stars around them, or similar.
Environment: https://www.fab.com/listings/1e9f098e-5157-4cbf-b8a0-803eda37474b
Moss material: Unreal Start Bundle
Rock mesh and material: Unreal Start Bundle