Basic paper is a relatively simple material. The main thing is not to go too high on the Diffuse color brightness, which should be somewhere in 180~190 range. Make sure that your texture fits within this range.
Paper also has some very blurry reflections, and since it’s usually quite uniform, we don’t really need dedicated Reflection/Glossiness maps.
A Normal Bump map allows us to add some wrinkles (we’re using a hand sculpted normal map from Zbrush) and the additional Bump slot is used to give the surface its bump. Even though you can use Normal maps generated from photos, they tend to not give the best looking results.
Adjust the Normal strength to change the strength of the paper’s crumples. The first render below is set to 0.1 and second to 1.0. If you want to have more or different looking crumples, you will need to sculpt a new map.
Look very closely to see the regular Bump detail.
This material is good for a thick, non translucent piece of paper. If you want to make a thin sheet, you must convert the shader to Vray2Sided and use a translucency map.
The renders are the same as previous paper shaders, but the backlight now shines through the paper sheet.