These are some trees that I’ve been experimenting with over the past few days by making alpha channel shapes in photoshop, plugging them into materials and layering the materials in layered shaders. It’s interesting to see how different coloured lighting and camera angles can affect the scene also.
I was occasionally getting this problem where if two planes with transparency maps plugged into their transparency channels were overlapping, the plane nearest the camera would start to show opaque edges again like this:
I tried going through the different options in the material attributes, the group shader node, the lights and the global render settings but no luck. I posted about it on CGSociety and someone suggested that I use mia_material_x and use the cut out opacity attribute instead. It doesn’t seem to work with the .tga files that I’ve created but I’ll try again.