U din a ctrl middle mouse ..toh adjust the value....which most people dont know so .please add any auto key detector toh indicate which keys u are pressing will help a lot😊
When you turn subsurface to 1, the shader switches the previous base shading type off and uses the subsurface shading type instead. Meaning it no longer is receiving the color from the albedo texture you connected earlier. Now the object's surface's color is driven by the subsurface color input. So when you used the translucency texture in that input, you overrode the albedo texture. I don't think that's how you're supposed to use that translucency texture, because that texture is supposed to drive the color and thickness of the "interior" of the object. For example if this were skin, this translucency texture would be red to simulate the color of the blood and muscles underneath and would have the veins as a darker color, it wouldn't be skin-colored. So I think you need to connect the albedo texture to the subsurface color input to define the outer color of the surface, and the translucency texture to the radius input to define the color and thickness of the scattering. Then to adjust the radius like you did to control how diffuse the shadow looks, you can either color correct the translucency texture, or just use the scale slider.
hi, that attribute control looks super helpful, can you make quick tutorial how to install? messing with maya.env is quite difficult when you have no clue what are you doing
On the arnold documentation, they are showing leaves with transmission instead of SSS. Is there a reason why you are using SSS? In my mind, it could will be very heavy render on a full tree versus using transmission?
I guess he does it that way because he accostumed to that. He could just drop the default connection (alpha) and it would work the same because the "alpha is luminance" is the default behaviour
Guillermo Puente Valero i was testing both options, didn’t see much difference in render time. BUT if you have a large forest I would recommend thin film for sure
Awesome follow up! One question: my displacement does not look as pretty as yours. It looks like aliased lines and a like a stair case. Almost like if every subdivision square in wireframe mode needs to be either vertical or horizontal. Is there a secret setting I'm missing? Maps from megascans set to raw and catclark to 4. Any help appreciated! Thanks!
Thanks for the tip, usually I always go for exr. But sometimes I only have 32 bit TIF or similar. Is there a difference between them anyways? Thanks for the super quick response!
hm well the important thing is 32 bit, so if you are sure it is, its hard to tell what going on. make sure you got bounds padding, zero value of 0.5, catclark on and at least 1 subdiv. maybe also disable autobump.
I've only used exr for displacement and gotten the right results. I've noticed arnold doesn't always pick up settings changes in the IPR, so it helps to close it and flush all caches. Other than that all I can think of is to make sure you have enough poly density to displace each leaf, if you use one quad to view the whole atlas, even 4 subdivs wont be enough. Also in some cases from the megascans I've only been able to download a jpg displacement, it should still work...unfortunately I haven't come across what you're talking about
Thank you very much Arvid. As always you did a wonderful job. I've been using similar workflow for a while now. The results are good, but the performance hit is too much. I think it's because of opacity of a lot of leaves combined over each other. And also what do you suggest for instancing millions of leaves (try to populate your scene with moss objects in the Megascans library ;D ps: I used MASH)
+Tim Phillips not like in al shaders no. You could use a mix shader and layer them. OR write a simple osl shader. I’ll update my lightshader package to incorporate that one later.
here is something similar. without the blending modes though: bitbucket.org/arvidurs/lightshader/src/d74f8b051b1c6fdcf2308c3aa1bb47c726398751/osl/lsLayerFloat.osl?at=master&fileviewer=file-view-default
Any chance you know how to do this in Houdini? I am having trouble applying the leaf textures that come in with multiple leaves. My tree is from SpeedTree.
Awesome tutorial, very helpful!! One question: Are those leaf textures somehow double sided? They look double sided but I didn't see anything about a 2sided shader in the tutorial. I am busy with a forest scene and was going to create 2 sided leaf shaders but if I don't have to that would be great :-)
@Jordan Holmes If you wanna make a 2-sided shader (so that the underside of the leaf is more pale, for example), you just need to create a 2-sided arnold shader, and, on each of the sides, you create a basic Arnold shader (like the one created in this tutorial), but with slightly different roughness and/or color. Or you can just go with the basic shader :)
Could I be invited to the slack page? How can we gain access other than by you inviting us? Also in your Arnold Render View you have the options to do multiple passes by the looks of this video. Can you provide me with the link to access that assuming it is a plugin. I am running the same version of Maya 2018 and do not have those options, basic, shading, lighting etc
Beautiful work. But some of it you spoke over too quickly -- unless this was intended for a more knowledgeable viewer than I. I will have to watch it again.
Thanks for the awesome tutorial, Arvid. I've been looking for tips on this for a while now. I've seen your other tutorials on car paint shader using alSurfaceShader and and alFlake. Since that isn't available for Maya 2018, can you do a tutorial on using the aiSatandardSurface shader with aiFlake to make a car paint shader? My aiFlake just comes out looking like noise and the color looks washed out. Thanks for all your hard work in these!
Source files can be downloaded from my Patreon page: bit.ly/2jzFwOi
U din a ctrl middle mouse ..toh adjust the value....which most people dont know so .please add any auto key detector toh indicate which keys u are pressing will help a lot😊
When you turn subsurface to 1, the shader switches the previous base shading type off and uses the subsurface shading type instead. Meaning it no longer is receiving the color from the albedo texture you connected earlier. Now the object's surface's color is driven by the subsurface color input. So when you used the translucency texture in that input, you overrode the albedo texture. I don't think that's how you're supposed to use that translucency texture, because that texture is supposed to drive the color and thickness of the "interior" of the object. For example if this were skin, this translucency texture would be red to simulate the color of the blood and muscles underneath and would have the veins as a darker color, it wouldn't be skin-colored. So I think you need to connect the albedo texture to the subsurface color input to define the outer color of the surface, and the translucency texture to the radius input to define the color and thickness of the scattering. Then to adjust the radius like you did to control how diffuse the shadow looks, you can either color correct the translucency texture, or just use the scale slider.
Again, I have to thank you for a nice tutorial, which I have been applying to my 3ds max workflow !
Glad it works for you!
Finally a nice leave shader tutorial! Thx a lot!
hi, that attribute control looks super helpful, can you make quick tutorial how to install? messing with maya.env is quite difficult when you have no clue what are you doing
Awsome thank you so much !! was trying to do the opacity thing with transmission... and then had no control over the diffuse
Glad it worked
Would you make a tutorial about apply these textures to any tree modelings? Such as paint effects
This is amazing! Thank you so much! You have saved me!
As always thanks so much Arvid!!!!
great tutorial, you deserve 1000000 thumps UP
Thanks! I was really looking forward for this!
awesome. bookmarked for later. thx avrid.
Great tutorial, thanks.
Hey man if i use .jpeg file format instead of .exr do I steel need to check .raw ?
please answer.
thank you so much. It was very helpful. You are genius!
Thing is, how do we attach all these to a bush? That's what im not sure of. Great tutorial btw.
Hi Arvid, do you think you could do a tutorial on cloth shaders?
here is the final thumbnail render
www.dropbox.com/s/o99l69qjxo25cga/result.png?dl=0
Awesome work . Would you consider doing a series on writing your own OSL shader?
I wouldnt be really comfortable doing so, as I am still wrapping my ahead around the whole shading point thing.. Maybe at some point yes.
I look forward to when you do decide to make them.
On the arnold documentation, they are showing leaves with transmission instead of SSS. Is there a reason why you are using SSS? In my mind, it could will be very heavy render on a full tree versus using transmission?
it's single sided transluceny it's quite optimized compared to real sss
@@arvidurs So is there a reason you choose SSS for that tutorial if you do a full forest you will use translucency no?
@@samcraftYT I think you're misundertanding how it the shader works in arnold.
@@arvidurs I use transmission with leaves. But I just asking you why you use SSS if thats more costly in the render
can i ask why connect just the red channel of the displacement texture to the displacement shader?
I'd also be interested in that. Thanks.
I guess he does it that way because he accostumed to that. He could just drop the default connection (alpha) and it would work the same because the "alpha is luminance" is the default behaviour
because all RGBA is of same value (black and white) so you can really connect any of them and it would work.
Hellow Arvid~ i want question, How to use FlakeShader in aiStandardSurface. please help!
Hey ! I am interested by joining the slack, how can I do ? I'm not familiar with that website, sorry :/
Why dont use Thin Walled option in AiStandarSurface? That leaf looks like a perfect scenario por that option. Thanks Arvid for yout tutorials.
Guillermo Puente Valero i was testing both options, didn’t see much difference in render time. BUT if you have a large forest I would recommend thin film for sure
Awesome follow up! One question: my displacement does not look as pretty as yours. It looks like aliased lines and a like a stair case. Almost like if every subdivision square in wireframe mode needs to be either vertical or horizontal.
Is there a secret setting I'm missing?
Maps from megascans set to raw and catclark to 4.
Any help appreciated! Thanks!
it might be texture banding. make sure to download exr files.
Thanks for the tip, usually I always go for exr. But sometimes I only have 32 bit TIF or similar. Is there a difference between them anyways? Thanks for the super quick response!
hm well the important thing is 32 bit, so if you are sure it is, its hard to tell what going on. make sure you got bounds padding, zero value of 0.5, catclark on and at least 1 subdiv. maybe also disable autobump.
Allright, thanks a lot Arvid! I will double check the exrs. I have never been dissapointed by your videos, a very happy patreon here.
I've only used exr for displacement and gotten the right results. I've noticed arnold doesn't always pick up settings changes in the IPR, so it helps to close it and flush all caches. Other than that all I can think of is to make sure you have enough poly density to displace each leaf, if you use one quad to view the whole atlas, even 4 subdivs wont be enough. Also in some cases from the megascans I've only been able to download a jpg displacement, it should still work...unfortunately I haven't come across what you're talking about
Also I can't open the README.md from lightshader. How do I install the plugin please?? Or just open that doc
Thank you! It's very usefull.
Hey Arvid, your videos are awesome, thanks! Have you done a tutorial on Deep Compositing?
Thank you very much Arvid. As always you did a wonderful job.
I've been using similar workflow for a while now. The results are good, but the performance hit is too much. I think it's because of opacity of a lot of leaves combined over each other.
And also what do you suggest for instancing millions of leaves (try to populate your scene with moss objects in the Megascans library ;D ps: I used MASH)
Hi Arvid, is there an equivalent of al combine float in Arnold 5? Trying to combine displacement maps with no luck so far!!!
+Tim Phillips not like in al shaders no. You could use a mix shader and layer them. OR write a simple osl shader. I’ll update my lightshader package to incorporate that one later.
Arvid Schneider thanks as always!!!
here is something similar. without the blending modes though:
bitbucket.org/arvidurs/lightshader/src/d74f8b051b1c6fdcf2308c3aa1bb47c726398751/osl/lsLayerFloat.osl?at=master&fileviewer=file-view-default
Any chance you know how to do this in Houdini? I am having trouble applying the leaf textures that come in with multiple leaves. My tree is from SpeedTree.
Haven't tried they yet. But the shading side should be pretty much the same
@@arvidurs Yes, the shading is not an issue for me. I just don't know how to place the correct leaf from the texture map onto my leaf geo
Kai hm okay I would need to look into this myself. But let me know if you figure it out
@@arvidurs Okay, will do. Thanks Arvid
awesome Thank you so much !
Hello great tutorial and
where i can find the source file or scrept for this tutorial
Here is the link: bit.ly/2jzFwOi
good job.....
Awesome tutorial, very helpful!! One question: Are those leaf textures somehow double sided? They look double sided but I didn't see anything about a 2sided shader in the tutorial. I am busy with a forest scene and was going to create 2 sided leaf shaders but if I don't have to that would be great :-)
Jordan Holmes it’s just a simple plane, and is automatically double sided. With translucency it becomes more apparent
Thank you for the quick reply :-) Much appreciated. Keep up the totally awesome tuts!!
@Jordan Holmes If you wanna make a 2-sided shader (so that the underside of the leaf is more pale, for example), you just need to create a 2-sided arnold shader, and, on each of the sides, you create a basic Arnold shader (like the one created in this tutorial), but with slightly different roughness and/or color. Or you can just go with the basic shader :)
Can this be used in 3ds max? The maps and process?
Yes should be pretty much identical
Could I be invited to the slack page? How can we gain access other than by you inviting us? Also in your Arnold Render View you have the options to do multiple passes by the looks of this video. Can you provide me with the link to access that assuming it is a plugin. I am running the same version of Maya 2018 and do not have those options, basic, shading, lighting etc
found slack link btw. Would still like the options in my render view if you can help! Thanks
Hey Arvid, great tutorial, can I ask you to entry in a slack comunity? thanks
How do you make it in Cinema 4D?
Sorry not a C4D user
If I get one sample you are make a tutorial
I sure surprise for you but were send?
Thank you.
You probably forgot to check "Thin Walled" effect 🙂
very helpfull!!!any one know yt channels for maya learning llike this
plz do a realistic shirt arnold tutorial in maya
How do I get lightshader
www.lightshader.de
Your tutorials are great. I've just seen some of the tutorials from you, and thank you for having so many high quality and quality tutorials.
hi,thank you your video is great. how can i join your discord channel?
link is at the bottom of this page lightshader.de
Beautiful work. But some of it you spoke over too quickly -- unless this was intended for a more knowledgeable viewer than I. I will have to watch it again.
Thanks for the awesome tutorial, Arvid. I've been looking for tips on this for a while now. I've seen your other tutorials on car paint shader using alSurfaceShader and and alFlake. Since that isn't available for Maya 2018, can you do a tutorial on using the aiSatandardSurface shader with aiFlake to make a car paint shader? My aiFlake just comes out looking like noise and the color looks washed out.
Thanks for all your hard work in these!