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  • Good Looking Leaves

    I'm not sure if someone has asked this before, but is there a way to make leaves look good from underneath? By that I mean, does anyone know of a good way to get this subsurface scattering look? (For some reason the attached link isnt working, so here's the original: http://farm4.static.flickr.com/3659/...61cfd96fd7.jpg)

  • #2
    Use FstormFrontBack and a translucency map. If you don't know how 2sided material shaders are generally created I encourage you to watch a tutorial video from other render engines since the main steps are the same.

    http://www.peterguthrie.net/blog/200...utorial-leaves
    Last edited by deC9r; 09-21-2016, 11:16 AM.

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    • #3
      Originally posted by deC9r View Post
      Use FstormFrontBack and a translucency map. If you don't know how 2sided material shaders are generally created I encourage you to watch a tutorial video from other render engines since the main steps are the same.

      http://www.peterguthrie.net/blog/200...utorial-leaves

      Hi deC9r,

      I'm attempting to set up a proper leaf material
      Could you elaborate on the use of Translucency node? Translucency in fstorm seems to work in an unconvential way, here is the problem:

      I set a FrontBack material; both the front and the back material have a 'grey' mapped in their Refraction (test A), and Translucency (test B).

      Why does the Translucency comes out blurry?? From the fstorm manual: "translucence works like a refraction with zero glossy"
      Should both test come out approximately similar?

      Thanks

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      • #4
        Could be wrong.

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        • #5
          Karba can you add your 2 cents for clarification?

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          • #6
            I would use 5 times less nodes.

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            • deC9r
              deC9r commented
              Editing a comment
              Fair point, however I was testing therefore performance doesn't really concern me at this step. I noted that opacity map didn't work correctly on planes which got bended by a bend modifier, It rendered as if the modifier didn't exist (noticed because reflection map was cut off). I did not convert to an editpoly. Could also be an UVW issue. Did not investigate further.

          • #7
            Cleaned up.

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            Added proper reflection, tuned a few settings:

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            Rendertime about 2 mins. It took 800 samples to be noise free (99,9%). Nativ resolution 2k/2k.
            Last edited by deC9r; 10-14-2016, 02:22 PM.

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            • #8
              Try this settings
              Attached Files

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              • AnconeusRex
                AnconeusRex commented
                Editing a comment
                Wow, those look great! Thanks!
                Out of curiosity, would more nodes decrease the performance noticeably?

            • #9
              You loose quite a lot of details. However the effect looks really good. Btw I think the reflection on the translucency version is currently the problem. Render times are pretty much the same.

              added a translucency version without reflection.
              Attached Files
              Last edited by deC9r; 10-15-2016, 11:35 AM.

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              • #10
                Wow, those look great! Thanks!
                Out of curiosity, would more nodes decrease the performance noticeably?
                Hi Karba, I would like to know this too. Useful for future scene optimization. Thank you for taking the time to help on these small matters.
                Thanks to deC9r as well, I agree with you, translucency seems to preserve better details, especially with a proper bitmaps.
                This thread helped me alot to understand Fstorm's material setup.

                Here is my attempt at foliage. Still need tweakings, will post a complete final scene once I'm satisfied/
                Last edited by zchenmtl; 10-15-2016, 02:18 AM.

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                • #11
                  Originally posted by deC9r View Post
                  You loose quite a lot of details. However the effect looks really good. Btw I think the reflection on the translucency version is currently the problem. Render times are pretty much the same.

                  added a translucency version without reflection.
                  Because I used printscreened textures from your post. They are low res.

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