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Pete
Bauer on Photoshop
Understanding Textures & Lighting, Part 1 of 2
Textures
and the Lighting Effects filter can make an image jump right off
the page or screen. Using a texture to create 3D, however, is a
scary thing for most Photoshop users. We'll take some of the mystery
out of the process.
Before
we get into the nuts and bolts of this week's column, I'd like to
take a moment to congratulate Adobe Systems, Inc. on the successful
release of Photoshop 6. The product has started arriving and is
being put into production. And, judging from the nature of the requests
for assistance I've received, the transition is going smoothly for
most. (The problems that have arisen are, almost exclusively, user
inexperience or hardware issues.)
I'd
also like to congratulate Adobe for its support of The Hunger Site
(www.thehungersite.com), a worthwhile, United Nations-affiliated
project that supplies food to hungry people around the world. The
Hunger Site is just one of the causes that receives support from
Adobe -- check out www.adobe.com/aboutadobe/philanthropy/main.html
to learn more.
I jokingly
pointed out to a colleague recently that Photoshop has a specific
learning pattern for most users:
--Get scared of the Pen tool. Learn to use the Pen tool.
--Get scared of Levels. Learn to use Levels.
--Get scared of Masks. Learn to use Masks.
--Get scared of Curves. Learn to use Curves.
--Get scared of Color Management. Stay scared of Color Management.
--Get scared of Channels. Learn to use Channels.
--Get scared of Textures. Learn to use Textures. In this column,
we'll try to start the process of getting un-scared of Textures,
just in time for Halloween.
Textures
are grayscale images that can be used by certain features in Photoshop
to represent 3D (among other functions). The primary employer of
Textures as 3D in this manner is Lighting Effects (Filter> Render>
Lighting Effects...). This filter uses variations in color to represent
variations in "elevation" of an image. We'll use the analogy of
elevation, such as that in a relief map, throughout this discussion.
Think
of land, in reality and as represented on a map, as consisting of
points above ground level (hills and mountains, primarily) and points
below ground level (valleys, bottoms of lakes and oceans, riverbeds).
If we think globally, we can think of "sea level" as the average,
with mountains being higher and oceans being lower. This leads to
the key relationship among grayscale colors in a texture:
--"Sea Level," ground zero, is a grayscale value of 128.
--"Mountains," areas above sea level, range from 129 to 255.
--"Oceans," areas below sea level, range from 127 to 0.
--The farther the gray of an area if from 128, the more extreme
the "elevation."
Figure
1 shows a texture image set up to demonstrate how this works. The
background is neutral gray, with an RGB value of 128/128/128. The
triangles and their labels were also colored using RGB values. Each
of the three component colors was set to the value shown to create
the appropriate shade of gray. For example, the triangle labeled
170 has a color value of R-170/G-170/B-170. Using the grayscale
slider in the Color Palette, this is equivalent to 40%. (Note that
50% gray using the slider has an RGB value of 147/147/147.) The
triangles on the right are white and black, with respective values
of 255/255/255 and 0/0/0. The gradated image has a standard black-to-white
gradient.
To
the far left are the first triangles in the series. On top is a
triangle (and label) filled with a gray value of 130. This is difficult
to see because the background is 128 gray. The 2-point variation
is virtually imperceptible. Below is a barely-visible triangle and
label with values of 125. The 3-point difference can be picked up
by the human eye.
To
prepare this image for use as a texture, it must first be flattened
and saved as a grayscale psd file. Images in other color modes cannot
be used. To use a texture with the Lighting Effects filter, it must
appear in the target image as an Alpha channel (a mask).
--Open the target image.
--Open the grayscale texture file.
--Open the texture file's Channels palette.
--Drag the only channel available from the texture image onto the
target image and release.
--The channel appears in the Channels palette of the target image
as Alpha Channel, and it active and visible. Figures 2 through 4
show the progression.

Dragging
the Gray channel.

After
the channel is dropped, it become active and visible.

Click
on the RGB channel to make the composite visible and de-activate
the Alpha channel.
The
target image in this case consists of an RGB image filled with red
(255/0/0). We'll use the simple red fill to show the changes in
"elevation." Figure 5 shows the settings that were used. Note that
the channel Alpha 1 must be loaded in the lower part of the dialog
box. Figure 6 shows the result.


Observe
how the shadow and highlight effects on the pairs up and down triangles
are of virtually the same magnitude, and are reversed. With the
settings shown in Figure 5, the left-most triangles and labels are
now visible. However, there are virtually no differences among the
effect at the more extreme "elevations." Looking at the gradated
shape, you can see that past about the halfway mark in each direction
the effect becomes uniform.

To
see more clearly how changes in gray values can produce different
"elevations," the filter was undone and re-applied. The only change
that was made was a reduction in the Flat/Mountainous slider from
76 to 2. (The slider can be seen at the bottom of Figure 5.)
Textures
in the form of images can also be applied using Filter> Texture>
Texturizer. The dialog box is shown in Figure 8, and the result
in Figure 9.

Texturizer
doesn't require that the texture map be an Alpha channel within
the image. Rather, the Load Texture button allows you access to
any .psd image. Results are far more predictable with grayscale,
but color images can also be used as textures with the Texturizer.

Part
2 of this two-part series will look at using textures and the Lighting
Effects filter with photographic images.
SIX
SHOOTERS
When upgrading to Photoshop 6, if the installer asks for
the CD of your previous version, look for the Eject button.
There have been a couple of reports of conflicts with ATI
All-in-Wonder video cards. At least one successful resolution of
conflict came by setting the card to 28 bpp.
The Photoshop Preference menu has moved. You'll now find
it under Edit, rather than 5.5's location under the File menu.
For Mac users, the preferences file has also moved. It's
back in the System folder, inside the Preferences folder.
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