Author Topic: Vegetation shader  (Read 29359 times)

2017-06-10, 11:13:34
Reply #30

ktulu

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Would love to see how you are using Megascans' Atlases for your vegetation workflow.

2017-06-11, 00:12:20
Reply #31

makco

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Thanks Juraj, that explains why the duplicates.

2019-10-08, 22:34:37
Reply #32

cjwidd

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No of course it's better to reuse maps with more efficient network, but I didn't use Slate when I made this tutorial :- ).

I think I should post a new one using Megascans.

Juraj, the breakdown you shared is extremely helpful, I cannot thank you enough - including the linear controller technique you shared in your ivy post. Thank you so much!

I would also love to see a Megascans version if you are so inclined, it would be a great opportunity to study your approach.

2019-10-12, 13:09:59
Reply #33

Juraj

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The Ivy tutorial did use Megascan maps :- ).
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2019-10-12, 18:55:41
Reply #34

cjwidd

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Yeah I made a mistake, I didn't realize Megascans textures were used in the ivy breakdown until I reviewed the post more carefully.

sry mods

2020-01-03, 15:19:40
Reply #35

maxdaiber

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The Ivy tutorial did use Megascan maps :- ).

Hei Juraj, where is that tutorial?

I am a bit confused currently with my vegetation shaders.

2020-01-03, 17:09:49
Reply #36

cjwidd

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You can find a breakdown of the vegetation shader here

2020-01-08, 10:38:05
Reply #37

GeorgeK

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great job on this
“Every artist was first an amateur”

2020-01-14, 12:02:20
Reply #38

STHA

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Hi,
Is this is still a valid method, considering that the vegetation shader provided with Corona Materials is very simple. I tried both methods and did not notice much of a difference hence the question. I understand the response may be, if it works why ask or it depends on the foilage type?. :)

I think Juraj your method is employing the Vray doublesided? method which I roughly recall, but last I used vray was 6 years ago.

Just asking.

Thanks for the help.

2020-01-14, 12:07:50
Reply #39

Juraj

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I am bit confused.. what "both" methods ? I do not use Vray Doublesided MTL, I use CoronaMTL.

I merely added "two-sided" maps to make different color/glossiness for plants.

Otherwise, nothing has changed :- ). But now you can do a lot of cool things like randomize color by elements.
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2020-01-14, 13:13:54
Reply #40

STHA

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Both methods

1. ) Your method is Front/Back Map


2. ) Corona Materials method provided by Corona.
https://corona-renderer.com/stuff/helpdesk/leaves/config.jpg

 https://coronarenderer.freshdesk.com/support/solutions/articles/5000515643-how-to-create-realistic-leaf-or-grass-material-

I meant your method is similar to the vray2sided mtl. Maybe its the same thing. This is what I recall using before I migrated to Corona then ended up using the basic corona method shown in 2.

I just wanted to know whether there is a drastic difference between these two methods or rather is the difference that noticable. Perhaps it might be according to the light or distance from camera.

Ofcourse its up to user preference. but if your method is superior then Corona mtl should be updated so we use the best method. :)

okay I re-read your comment. You wanted a better variation or realism showing two different tonal ranges of the leaf. Got it.

Thanks



2020-01-14, 14:46:37
Reply #41

Juraj

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OK ;- ).

1) Vray 2Sided Material was just Vray's translucency. You didn't have to populate the second slot with anything. If you didn't, it was exactly the same as Corona's translucency.

2) My setup is absolutely identical to one linked from Corona's help. I also use single translucency map and value. This simulates what happens "inside" the leaf and the color inside is the same.

3) I added different Diffuse and Glossiness maps to back and front part of leaf. It has nothing to do with translucency. Leaves look different from front side and back side. Nothing to do with translucency or color variation among leaves.
    Here is photography: Front part is darker, more saturated and glossier/shinier.



4) Outside of this, it's possible to do lot more advanced stuff like using CoronaMultiMaterial to randomize any parameter (Diffuse, Translucency, Gloss, etc..) to make each leaf look different (younger, older,...).
5) It's possible to go even more advanced than that by using Vertex Color Gradient generated by Tree pograms (like SpeedTree or GrowFX),  that you will multiply on top of (Diffuse, Translucency or Gloss) to make sure than brighter younger leaves are on end of trees, and older are inside.

But the basic setup is always the same and there are no different methods. Just one.
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