- Thu Jun 02, 2016 2:05 am
#391238
I decided to finally take the time and create some "proper" leaf materials for Maxwell, with accurate normal maps, for both front and backface, and also translucency maps, again for both front and backface. Also a good translucent material approach that renders a lot faster for the front face, compared to a usual 1 translucent BSDF approach. Here are some tests so far. Even with this type of leaf that isn't very shiny, the normal maps make a huge difference (with shiny leafs it becomes even more important as it allows to realistically break up the reflections even when using very low polygon leafs). It takes a while to create each texture set but I think it's worth it. You feed Maxwell good maps and good geometry, it's going to treat you well
With normal map:
With a typical bump map derived from the difuse:
Another test:
Translucency front/backface:
So each leaf will have two sets of materials, for front and back face. If your existing tree geometry is one piece and you want to use also the backface material, you will have to separate out the leafs as a separate object. Currently the backface material can only be applied at the object level.
With normal map:
With a typical bump map derived from the difuse:
Another test:
Translucency front/backface:
So each leaf will have two sets of materials, for front and back face. If your existing tree geometry is one piece and you want to use also the backface material, you will have to separate out the leafs as a separate object. Currently the backface material can only be applied at the object level.
Maxwellzone.com - tutorials, training and other goodies related to Maxwell Render
Youtube Maxwell channel
Youtube Maxwell channel