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FANTASY TREE FINAL TOUCHES + ANIMATION PART 01

In this video I import the finished fantasy tree FBX into Blender and start shading it piece by piece, beginning with the rock. I generate a full rock PBR material using Node Wrangler’s Ctrl+Shift+T shortcut with a Poly Haven texture, enable displacement and bump together, and fix UV scale with a cube projection unwrap. To add moss at the base and top of the rock, I duplicate the Principled BSDF, mix it with the stone shader using a Mix Shader node, and drive the factor with a Vertex Paint selection: painting red where I want moss and inverting or blending as needed with the Shift key for smoother transitions. I also mix the two materials’ displacement maps together with a separate Mix Color node so future material layers stay consistent, and add a Color Ramp node in the mix chain for finer control over how sharp or gradual the transition between rock and moss reads. I finish by setting the object’s origin to its base using the 3D cursor, so it will scatter and position correctly later in the scene.