While this seems like a pretty good idea, I can't help but feel that all the new textures look like they've been done with a sponge. The parasol picture, for instance, has a rather odd texture that, when looked at in a certain way, makes me think of some very worrying things. It also lacks the "shape" of the original - some of the parts seem to suggest that the parasol is slightly ridged in the areas where the material is stretched, and the process you've used turns it into something that looks vaguely like http://walkthrough.starmen.net/earthbound/image/screens/48/giygaspokey.png.
Not sure what the point of your pic link is....I appreciate constructive criticism but not snide remarks as seems your intent with that pic. I just spent several weeks for revamping the code and training pics after the feedback to the hackle-lo, and I am adding chocolate and neapolitan flavors for those that need to have more than vaniilla based on the feedback to the kreshweed.
If you are looking at the older links - you see in my most recent post I fixed an issue of oil-painting look if that is what you mean by sponge painting. If you are refering to the gray part of the texture that looks like I dabbed it with a sponge - I am not using any paint or photoshop methods - it looks like that because the source photos of the parasol mushroom looks like that.
The brown ridges and grungy texture indeed are what the real mushrooms look like - they are not a flat painted on detail like they look like in the lo-rez texture.
http://www.public-domain-photos.com/free-stock-photos-1-big/objects/parasol-mushroom.jpg
http://www.itchypixel.net/photos/shaggy_parasol.jpg
http://usa.stockfood.com/images-pictures/A%20fresh%20parasol%20mushroom%20(close-up)-912366.jpg
These ones did not have the flower in the center or the gray grunge but they do exist - that brown cap in the center does shape as a flower in some of the photos I found which I found very surprising as I thought it was just a fantasy art mushroom!
It is not possible for my algorithm to change the underlaying texture or it's shape, since all I do is interpolate the original texture and add details to it that do not change the lower rez mip-maps. My very goal is to preseve vanilla and not change it in anyway other than detailing the blurriness that happens when you get close. The details come from sampling patches of actual photographs that blur in the same manner as the lo-rez texture is blurred. Have a look back at the bc_moss texture - the source pics are highly detailed curves and there is certainly no sponge painting in that one - in the original texture you cannot pic out individual strands of moss. Of course it is possible for many details that blur to the same thing - the only art involved is picking training pics that are likely the same as vanilla.
Not sure what I will do for some of the more fantasy flora though that have no real life counterpart - if I get a bad match of training pics then I just end up with an interpolated pic as I check in the code that I have a good match of the underlaying patch - do not want to add detail for the sake of just adding detail.