There are several things to keep in mind if you compare with photo references:
- let the render go to at least SL 15 or so to better judge the light spread, especially with a tree with tens of thousands of leafs. The lighting will become a bit more "interesting" after SL 15 or so, when dealing with SSS/thinSSS.
- That particular leaf material I created is ment to mimic a very diffuse leaf, the front side reflections where very diffuse and weak. In your ref. image you can see the leafs are quit a bit more shiny on the front face. This can have a contrast enhancing effect of course. So try to decrease the roughness in this case, and maybe also raise the surface reflections.
- did you also add a ground plane to this render, because if not then the bottom hemisphere of the Physical Sky wil also send lighting from below and you lose more contrast.
- I did those test renders with an HDR, but testing under Physical Sky I didn't get any strange effects, you can try increasing the power of the sun, to get a stronger backside "glow". And also just decreasing the assymetry even more but I think they're already at around -0.7 or so.
Finally, the straight render from Maxwell will look very bland compared to a tone mapped image. Use one of the tonemapping presets to judge a bit better.
I normally use a similar approach but with three BSDFs instead of additive layers. I have to compensate the darkening a bit, but i think it renders faster. Is there any other drawback in using BSDFs instead of additive layers?
And i'm not sure about the r2 thing.
If you could post your material, and I suggest running a simple test to see if it's faster. Judge both the front speed and back speed. My approach renders the front side a LOT faster (it's basically clean by SL 12), compared to a material with simply one BSDF set to thinSSS, but the backside render at about the same time. Try it and post your findings.
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