Thanks a lot!
The scene is very simple. It’s just ground with a road in centre. And a few trees that I have builded in GrowFX. I use Forest pack Pro to scatter trees grass and dead leaves on the ground. For lighting I have used spherical HDRI from VizPeople.
First trick is a Vertex Color map, that used to make diversity of leaf colors. It’s great and very useful feature of GrowFX.
Second trick is a tree models. There are no any good trees models in any paks (like Evermotion). So it’s only one way - you should make it by yourself. And GrowFX is excellent tool for this.
And finally is good materials. On first look material for vegetation is not so difficult. But here is all about balance between Diffuse, Translucence and Reflection. I spent A LOT OF TIME by testing it. And now you see the result.
In attachments you can see a few screenshots with my scene and trees and base material for leaves. Enjoy
PS. There is almost no postwork on those images. Only a little bit color correction, vignette and chromatic aberration.
Great Stuff! Your words about growfx/shaders etc match exactly my experiences with that. GrowFx was the main reason why I was pushing Ondra to implement VertexColors
But as always with leaves I’m wondering if your material still works when you rotate the camera so that sunlight comes from behind the camera, or rotated about 20-30 degrees away from the camera? I think with such high translucency your leaves a) won’t generate enough diffuse when lit from front side and b) won’t generate enough contrast in shadow areas. So, could you please render a test with the same material but the sunlight comes from behind the camera, approximately? Out of curiosity!
vkiuru
I’m very good understand you talking about :). And of course I know about this “problem”. In my case I tested both sides. May be later i’ll show here another-side render.
So did you actually started making compilation :- D ? Could be nice digital artwork. "Plz send scene/Give me crack/Wherz downlaod/Why u no free/Corporate vray-clone/etc..