caisson opened this issue on Nov 14, 2020 · 125 posts
caisson posted Wed, 18 November 2020 at 3:29 PM
The shader for the leaves is a bit more complicated. I always try to break stuff down into pieces. The first bit is the maps - colour and roughness are simple. The height map is plugged into the height chip of a Cycles - Vector - Bump node, and I generally leave the strength at 1 and adjust the distance value. This node outputs a normal, and I plug this into any other Cycles node that has a normal chip unless I can see any reason not too ;)
I knew that I wanted translucency, but I also wanted to try to distinguish between the upper (very green, shinier, not translucent) and lower (rougher, more yellow, translucent) leaf surface. Now the geometry here is from Zbrush Fibremesh, which is a bit scrappy and all the leaf UV’s are stacked in 0-1, so I was trying to maximise variety in the render. After importing the maps I added the first Principled node and tweaked and test rendered til I was happy with that material; then disconnected that, added the second Principled node and made the second material; and finally added the Backfacing mask to mix the two. Lot of test renders - the rule, as bagginsbill pointed out years ago, is to change 1 variable then render.
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