Difference between revisions of "ValueCorrection"

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<!-- ## page was renamed from Value Correction -->
 
* [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Texturing]] > Value Correction
 
* [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Texturing]] > Value Correction
  
 
= Value Correction =
 
= Value Correction =
Here's a neat trick.
 
  
The problem you are seeing here is that there is a lot of repetitive variation and contrast in the VALUE of your bricks. This technique will help you remove that value variation, but retain the hue variation.
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Value Correction is a method that allows you to remove problems in value variation from a source image.
  
In Photoshop, go to Image -> Mode -> Lab Color
+
This is a common problem when trying to create tiling textures, and is often due to uneven lighting in the source image. 
  
In your channels, notice that you now have a LIGHTNESS channel. select that channel.
+
The following Photoshop Technique will help you remove value variation but retain the hue variation, which can be useful in eliminating tiling patterns and uneven lighting.
 +
<<BR>><<BR>><<BR>>
  
Go to Filters -> Other -> High Pass and run it at something in the 2-5 radius range.
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Step 1: <<BR>>
 +
Here is a common source image, which looks ripe for usage as a texture!
 +
{| border="1" cellpadding="2" cellspacing="0"
 +
|-
 +
|}
  
 +
Step 2: <<BR>>
 +
Using Filter -> Other -> Offset reveals that there is uneven lighting in this image, making it difficult to tile.  How unfortunate!
 +
{| border="1" cellpadding="2" cellspacing="0"
 +
|-
 +
|}
 +
 +
Step 3: <<BR>>
 +
Go to Image -> Mode -> Lab Color<<BR>>
 +
<<BR>>
 +
In your channels, notice that you now have a LIGHTNESS channel. select that channel and notice how you can see clearly how much value variation exists!
 +
{| border="1" cellpadding="2" cellspacing="0"
 +
|-
 +
|}
 +
 +
Step 4:<<BR>>
 +
Go to Filters -> Other -> High Pass and vary the amount until most of the lighting variation is gone.<<BR>>
 +
In addition, you can use dodge and burn in this mode to try and hand-fix value variation problems and try to get things as even as possible.
 +
{| border="1" cellpadding="2" cellspacing="0"
 +
|-
 +
|}
 +
 +
Step 5:<<BR>>
 
Notice that much of your Value variation is now gone!
 
Notice that much of your Value variation is now gone!
 +
{| border="1" cellpadding="2" cellspacing="0"
 +
|-
 +
|}
 +
 +
Step 6:<<BR>>
 +
Some standard clone-brushing helps you create a tiling texture like you normally would.
 +
{| border="1" cellpadding="2" cellspacing="0"
 +
|-
 +
|}
 +
 +
Step 7: <<BR>>
 +
Using Levels and Offset again shows that you have a wonderful tiling texture with very little tiling problems. <<BR>>
 +
As a happy side-effect, this technique also has a habit of subduing lighting information (shadows & highlights) which is great for dynamic lighting with normal maps and specular in most engines.
 +
{| border="1" cellpadding="2" cellspacing="0"
 +
|-
 +
|}
  
 +
<<BR>><<BR>><<BR>>
 +
Notes on this technique:
 
This is useful for removing contrast, but some of that contrast is good to have and you may not want to remove it all. Experiment with keeping a copy of image that hasn't been equalized in this way, and masking contrast back in only where you want it.
 
This is useful for removing contrast, but some of that contrast is good to have and you may not want to remove it all. Experiment with keeping a copy of image that hasn't been equalized in this way, and masking contrast back in only where you want it.
  
This is useful for any source image that has high value contrast (for instance, if part of it is lit very differently than another part). If you've ever offset an image only to see that each edge is vastly different in value, then this is the technique to use at that point in time. You could make a value-equalized version and paint it in only over the seams you are trying to remove, for instance.
+
For instance, you could make a value-equalized version and paint it in only over the seams you are trying to remove.
  
 +
Original thread;
 
http://www.polycount.com/forum/showthread.php?p=1169603#post1169603
 
http://www.polycount.com/forum/showthread.php?p=1169603#post1169603
  
 
<<BR>>
 
<<BR>>
 
* [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Texturing]] > Value Correction
 
* [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Texturing]] > Value Correction

Revision as of 07:09, 8 July 2010

Value Correction

Value Correction is a method that allows you to remove problems in value variation from a source image.

This is a common problem when trying to create tiling textures, and is often due to uneven lighting in the source image.

The following Photoshop Technique will help you remove value variation but retain the hue variation, which can be useful in eliminating tiling patterns and uneven lighting. <
><
><
>

Step 1: <
> Here is a common source image, which looks ripe for usage as a texture!

Step 2: <
> Using Filter -> Other -> Offset reveals that there is uneven lighting in this image, making it difficult to tile. How unfortunate!

Step 3: <
> Go to Image -> Mode -> Lab Color<
> <
> In your channels, notice that you now have a LIGHTNESS channel. select that channel and notice how you can see clearly how much value variation exists!

Step 4:<
> Go to Filters -> Other -> High Pass and vary the amount until most of the lighting variation is gone.<
> In addition, you can use dodge and burn in this mode to try and hand-fix value variation problems and try to get things as even as possible.

Step 5:<
> Notice that much of your Value variation is now gone!

Step 6:<
> Some standard clone-brushing helps you create a tiling texture like you normally would.

Step 7: <
> Using Levels and Offset again shows that you have a wonderful tiling texture with very little tiling problems. <
> As a happy side-effect, this technique also has a habit of subduing lighting information (shadows & highlights) which is great for dynamic lighting with normal maps and specular in most engines.

<
><
><
> Notes on this technique: This is useful for removing contrast, but some of that contrast is good to have and you may not want to remove it all. Experiment with keeping a copy of image that hasn't been equalized in this way, and masking contrast back in only where you want it.

For instance, you could make a value-equalized version and paint it in only over the seams you are trying to remove.

Original thread; http://www.polycount.com/forum/showthread.php?p=1169603#post1169603

<
>

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