Creating the dirt shader will be very quick, most of the work for creating the dirt in this case was by making the dirt blend map, basically what were going to use is a simple procedural smoke texture in the color, specular and diffusion channels.
First go to the root of the blend material, add a new raytrace material to the "material 1" slot in the blend material and rename it "dirt shader", create a new smoke map for the color channel, change the size to 0.5, give color one a value of R:39 G:33 B:0 and color 2 a value of R:136 G:111 B:67
Copy that smoke map to the specula level channel and give color 1 a vlue of RGB:5 and color 2 a value of RGB:50
Now Copy any of the two smoke maps to the diffusion channel and give color 1 a vlue of RGB:200 and color 2 a value of RGB:100
Now the last step is to go to the base level of the blend material and apply our dirt map as our mask and that completes the texturing of the leaf!!!, the following sections are dedicated for tips on rendering our leaf and the final renders.
Main 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17
Part1:
Making the initial base color with procedural maps (Max)
Part2:
Baking Initial Base color (Max)
Part3:
Making the Color map (PS)
Part4:
Making the Bump map (PS)
Part5:
Making the Specular map (Ps)
Part6:
Making the Diffusion map (Ps)
Part7:
Making the Dirt Blend map (Ps)
Part8:
Making the Reflection Level map (Ps)
Part9:
Making the Translucency Level map (Ps)
Part10:
Making the Luminosity Map (Ps)
Part11:
Making seam layers (Ps)
Part12:
Applying our maps (Max)
Part13:
Faking blurry refractions using reflections (Max)
Part14:
Faking Translucency (Max)
Part15: Creating the dirt shader (Max)
Part16:
Rendering tips (Ps & Max)
Part17:
Final Renders and additional information
Copyright © by Julio Juárez