What
is translucency? Translucency is when
a light doesn't simply bounce off the
surface but when a certain amount of
light rays make it trough the surface
and travel inside that given object
until those rays get absorbed or leave
in another direction therefore making
other areas look illuminated. A leaf
contains thin translucency, therefore
a rather high amount of light will pass
trough the leaf other than being reflected
of absorbed, therefore making the opposite
side of the leaf more illuminated as
well as the front side or side with
direct illumination. Right now standard
max does not contain a very accurate
model for making translucency, its translucency
attribute works better with very thin
objects but only to a certain degree,
there could be more accurate models
for making translucency with max using
an extension but with this tutorial
I want to make everything using the
base app, therefore were going to be
using max's translucency attribute in
combination with self-illumination and
luminosity to make it look like thin
translucency is taking place. This will
only work to a certain degree, this
effect will look better on the side
witch light hits it directly it will
indeed look as if some amount of light
was spread throughout the object's surface
and made it trough the opposite side
instead of just bouncing off, its disadvantage
being that not much light will make
it trough the opposite side but our
leaf will the ability to be backlit
but just to a certain degree. Take note
that there are different ways to fake
translucency an some ways look better
for certain types of objects than others,
therefore if you try to apply this thin
translucency method to other thicker
objects chances are that it will not
end up looking correctly but this method
should leave the doors open for experimentation
for faking other kinds of translucency
for other objects.
How
will this translucency map work? This
map will be used in combination with
max's translucency attribute and the
self illumination channel (called extra
lighting in a raytrace map type). The
translucency map will be connected to
those two attributes using shadow/light
falloff maps therefore making their
influence stronger in the areas that
light hits directly and falloff in influence
toward areas that otherwise would be
in shadow, unlike most of the other
maps that we've been working on lately
this map will use color information
because both translucency and self illumination
use color information too determine
the color tone of the areas that are
influenced by them, a real leaf would
tend to have a greenish/yellowish tone
in areas that are illuminated the most.
Note that were going to recreate the
way a leaf would look like under bright/sunny
lighting conditions.
Making
the Translucency map is going to be
rather simple, it's basically going
to be a copy of our reflection level
set with a few modifications.
Right
click on the reflection level set and
duplicate it, rename it to "translucency
map", the change we want to apply
to this map is first of all to change
the colors of the base color layer,
we still want to use a gradient to fill
it but this time w want it to go from
darker on the sides and lighter in the
center like the we painted for the mask
in the pattern detail reflection layer.
Therefore you could simply control click
on the base layer to make a selection
of the leaf than copy the image in the
mask layer using this selection, paste
and use as our base layer, delete the
old base layer.
As
we already know a translucency/self
illumination map in this case does indeed
need to use color information to get
a better effect, therefore activate
the pattern detail reflection layer
and add a hue/saturation adjustment
layer to it, that way the adjustment
layer will only affect the base and
pattern detail layers since we don't
want translucency to add much color
to details such as our brown damage
and red damage, check colorize and give
the adjustment layer a hue value of
58, saturation value of 65 and lightness
value of -10, this should give you a
yellowish green color tone.
For
our last adjustment were going to change
the color of our center root reflection
layer, so open the hue/saturation for
it, check colorize and give it a hue
of 60, saturation of 50, and lightness
of 13, adding a bit of translucency
to the center vain will also make It
appear to be a bit of a translucent
material as it is. Here's a screen of
the finished translucency map.
Here's
a render with the translucency map in
action, this makes a tremendous difference,
it gives our leaf a whole new level
in realism by changing the way the leaf
interacts with virtual lights, its now
starting to look as if some light scattered
inside of it and passed trough the object.
3DTotal
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