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Making the Reflection
Level Map
In
CG we often defy the laws of physics
to make things look better or look more
accurate and this is a perfect example,
were actually going to use reflection
mapping to make an object appear to
be partially see trough and to make
it appear like its changing the direction
of the light that passes trough therefore
making the areas you see trough the
leaf look blurry, so you can say were
partially faking transparency and refraction
with reflection.
Why
not simply use transparency or opacity?
With reflections you can get control
of how the things you see trough the
object look and you don't get that control
using transparency, with transparency
all of the things that you see trough
the object remain the same. And opacity
would make the object disappear entirely
unlike transparency witch the object
is see trough but its still there. If
you place a real leaf in front of the
television or monitor screen you will
notice that you can see what is behind
it but you will also notice that what
you see is distorted, in other words
it looks very blurry that's because
the leaf's thickness allows a rather
high amount of light to pass trough
it but as the light passes trough the
leaf it leaves in slightly different
direction causing the things you see
to look blurry, you will learn how to
fake this effect using reflections in
a later tutorial.
What
does the reflection level map do? We
will make a reflection level map in
order to control witch areas reflect
more than others, for example we don't
want the center vain to reflect as much,
and a leaf is thinner on the outside
than on the center therefore we will
make the leaf reflect more progressively
as it gets to the side edges and areas
like the brown damage areas don't reflect
as much as well. We will be able to
achieve this using a reflection level
map.
Start
of by creating a new set and call it
"Reflection Level", create
a new layer inside it and call it reflection
base. Control click on the specular
level layer to select the leaf, this
time shift marquee select to deselect
one of the leaves. Activate the gradient
fill tool, change the gradient type
to "linear". Change the gradient
so it fades from white to light gray
and back to white again like you see
here:

Now
fill the leaf selection with the gradient
like you see here:

This
will make the outer edges of the leaf
more reflective progressively from the
center, do the same with the other leaf.
Were
also going to duplicate details from
our specular set to our reflection set,
well start by duplicating the pattern
detail layer and moving it to the reflection
set, rename it to detail reflection,
adjust the hue/saturation by giving
it a value of -10, now we want this
to also fade progressively as it gets
toward the edge, the way to do this
is by first creating a mask layer with
the "detail reflection" layer
selected by clicking on the add layer
mask button, do the same you did to
paint the fading color for the reflection
base level but this time make it in
the mask layer but this time make the
colors so they fade from white in the
middle to dark in the edges like this:

Duplicate
the leaf pattern layer from the specular
set, move it to the reflection set and
rename it accordingly, open the hue/saturation
and change the lightness value to -50
since we don't want the pattern to reflect
as much also.
For
the last layer in the reflection level
map we are going to paint the center
vain of the leaf almost completely black
because we don't want it to have any
reflection at all. Make a new layer
and call it center root reflection,
Using a soft brush with no scattering
nor textures and using the wireframe
reference, paint on the inside of the
center vain to make it completely black,
after your finished apply a Gaussian
blur of 15, make a copy of this layer
and give a Gaussian blur of 50 to the
new layer, now make a copy of the new
layer and merge the three layers together
(control+e) and that finishes the reflection
level layer!. here's a screen of the
finished reflection level map.

Here's
a render with the reflection level map
at work, you might not see if straight
off but you will definitely see a difference
if you compare it to the dirt leaf render.
This effect should not be exaggerated,
we don't actually want people to recognize
what they see trough the leaf and too
much of it makes the leaf look like
a cheat of plastic, we want to keep
it at a subtle amount, this will also
make the leaf blend in just about any
environment by disguising itself with
some of it's color.

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