Realistic leaves

yes the reflec value is 1 but i have a reflection color map close to graythat drives the overall value so there is no 100 part reflective part on the leaf. plus u need some glosinnes.
i agree that leafs shouldnt have a fresnel falloff i am using these values here :0.001/1/1.5

now i want to make things clear for the sss textures and sss values (wich are driven by the transparency value): here is some comparisons:

full resolution
http://sor.typepad.com/files/sss\_transp\_values\_comp.jpg

*i dont know if you guys noticed but when the directional sun (direct light) is turned off, sss effect becomes very weak on the leaves (specially the back).But in Prodan's 4th render:
http://marlas.cgsociety.org/gallery/ it seems that even with no direct ligh, the sss effect is pretty strong,
notice the branch hanging in the middle of the foreground, it's in the shade but the sss is pretty noticeable. I really wonder how this has been done.

what values does your sss node have? Byut im actually guessin the leaves you talk about have somekind of ambient color defined by occlusion

the material has a translucency value of 1 and AO colorbleed is turned ON.

Traslucensy is not sss

u are right when i speak of the sss texture i am basicly talking about the translucensy in the mia_material

It all looks very convicning to me :)). Not sure how you'd get scattering of light with a good lightsource, but it looks great as is, IMO.

But did you use the SSS shader for this or the MIA material and altering the translucensy?

thanks, good to know that!
its the mia_material with translucency activated (weight 1).
i will post my final settings soon in the original thread.