We
have already done the major part of
this process witch was making the maps
that were going to use in combination
with the translucency, self-illumination
and luminosity attributes. The way were
going to connect those maps to those
attributes is by using falloffs, the
type of falloffs that were going to
use this time are called "shadow/light"
unlike the fresnel falloff type that
deals more with reflections shadow/light
deals with mixing to sub-maps or colors
together according to areas that have
a higher amount of illumination and
areas with lesser amount, therefore
areas that are more illuminated in the
scene will use the color or map corresponding
to the light slot, default color white
and areas that have less influence will
use the color or map corresponding to
the shadow slot witch is black by default.
We can use this to our advantage for
making the translucency, luminosity
and self-illumination attributes more
apparent in areas that areas that are
more influenced by light in the scene
and making those three effects less
apparent in areas that are less influenced
by light.
Apply
a falloff map to the translucency slot,
change the falloff type to "shadow/light",
apply our translucency map to both the
shadow and light slots, now what were
going to do is to change there influences
by simply lowering the output amount
of the bitmaps, Since we want the translucency
to be less apparent in lesser illuminated
areas simply change the output amount
for the bitmap in the shadow/top slot
to 0.1 under the output rollout in the
bitmap's properties and change the output
amount for the bitmap in the light slot
to 0.5, this way translucency will have
only a subtle influence on shadow areas.
Now wee need to make some adjustments
to the falloff curve, so create two
points and adjust them as you see in
this image:
This
will give the transition between light
and shadow areas a little more definition,
otherwise the translucency effect would
look a little overly exaggerated.
Drag
a copy from the translucency channel
to the "Extra Lighting" channel,
its just self-illumination with a different
name, now change the output of the image
in the shadow slot to 0.5 and adjust
the curves for that falloff to make
it look like this image:
Apply
a new falloff map the luminosity slot,
apply our luminosity map to both the
shadow and the light slots, give the
image in the shadow slot an output value
of 0.2 and the light slide an output
value of 0.5, this time leave the curve
as is.
That
finishes of this section but take note
that were recreating the way a leaf
would look under sunny/bright lighting
conditions, if you made your image in
a darker settings you would have to
adjust the curves, output amounts and
the colors in the translucency/luminosity/extra
lighting maps to better fit the desired
lighting conditions.
3DTotal
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