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Intermediate Texturingtools used: blender,gimpgoals: nor/ref maps from col maps; realism |
The SceneBefore beginning, I always find it useful to have a well established idea of what I want to do. Let's say we want to create a wooden plank. An old, beaten plank, that happened to somehow end up in a field on a cloudy day. This piece of wood has a good history to it: it used to serve as a lever to haul heavy, jewel filled crates on Blackbeard's Pirateship. So it's seen a lot of action, being deteriorated well by the salt air.I will assume you know how to create a basic scene. Create two planes: one for the ground, and one as the plank. Add some lights. Next, add the basic materials to the objects. Make the ground plane green and have no specular and no hard values. Add a brownish material to the plank and call it "wood." I chose small hard and spec values, because this wood is old, and shouldn't be shiny at all. Coloring for the spec value is only used to give a sense of depth and variation -- this is a good technique to remember. |
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Creating the Bump Map with the GimpFire up the Gimp and open pineCol.jpg. Change the image to grayscale by right-clicking, selecting image -» mode -» grayscale. As you can see, the image is mostly light gray with a few black streaks through it. To change that, you'll use the levels editor, available in the menu as image -» colors -» levels. Here's how the levels editor works (please note: what I say here might be false by definition, but this is how I perceive it to work, and so far, it has. So nyah to you technical purists!):The input levels will determine individual strength. That is, by moving the far left triangle right, the black parts become blacker; the far right triangle will make white parts whiter. The middle triangle will determine which triangle (left or right) will be favored (i.e. have a greater effect). The image needs more contrast; so bring the far right and left triangles closer. Favor the darker regions, to get more groove than bump. My settings are shown in figure 4. My particular example was too black. The output triangles will change the image, making it overall more black or more white. The left triangle decreases the amount of total blackness, and the right decreases the total amount of whiteness. Adjust accordingly and save the picture as pineNor.jpg. Remember, if you don't have a levels editor, you can achieve similar effects by tweaking brightness/contrast settings. From the Gimp to BlenderTo try this texture bump map on the wooden plank, add the texture into the second texture channel of the wood material with default settings. In the materials buttons, make sure you change the output mapping from "col" to "nor." Because Blender handles Nor maps differently, press the nor button a second time (making it yellow) to inverse. Render the scene to see the results. If your version isn't bumpy enough, there are at least two solutions: go back to the picture editor and increase the contrast for the map, or simply increase the bump effect within blender. I increased the \emph{nor slider} from the default of 0.5 to 1.0. |
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| Rendering will produce the ribbed plank as in Figure 6. For the sake of realism, it still misses a major element of detail: internal shading. You really cannot tell how deep those grooves are at first glance. When you have a groove in real life, it becomes darker the deeper it gets. This is a result of the diffusion of light, and appropriately so, diffusion maps can be used to simulate this natural effect. |
Creating a Diffusion map with the GimpOpen pineNor.jpg (your bump map) with the Gimp. You don't need to change this image to grayscale, because it's already been set that way. Open the Levels editor (remember the following steps can be also be achieved to a degree with brightness/contrast settings). To get a high contrast, you need to increase both the white and dark elements at the same time. Therefore, move the far right and far left triangles of the input levels towards each other, and use the middle triangle to favor the black. Why favor the black? You could favor the white, but then you'd be loosing the thickness of the darker areas. The settings I used can be seen in Figure 7. |
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| Because my image was too white, I needed to decrease the overall whitness (or increase overall blackness), and so I adjusted the output levels accordingly. |
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| That's pretty much it. Save this image as pineRef.jpg, and check it out in Blender. |
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From the Gimp to BlenderBring this texture in just like you did with the bump map, but this time use the third texture channel (the Blender Manual describes that the order of texture maps is important; in this example, the first channel should be color, the second bump, and the third diffusion). In the material buttons, change the texture from "col" to "ref," and remember to adjust the material's natural diffusion to 0. |
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Remember the description of Blackbeard's lever-plank: thick, deteriorating grooves, and a worn down surface. Without redoing the textures recently created, we could finish the task by increasing
the size of the maps -- but only in the y-direction. The maps are already stretching in the x, so stretching the y can be done in two ways. The first method modifys only the Ref Map (can later be
adjusted for all maps) by setting the sizeY between -1 and 1. |
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