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Reflection Maps with Displace


Stroker

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Addendum

Long story short: old host gone and this whole thing explained in more detail in Tech-Slop.
See: http://tech-slop.serveit.org/reflections/index.shtml

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Over at the Asylum, someone asked about using KPT5's ShapeShifter to do a particular tutorial. He was kind of looking to do some of the stuff at Blue Sky Heart. What's about to follow is a long over-due ramble on the subject.

********

No need for KPT5 for that particular tutorial.

ShapeShifter

I do have a variation that is a bit more friendly. I'll talk about this when I get the chance. Damn kids.

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Ramble Ahoy!
Here we go.

Reflection Map

So you want to ?make a 2d thingy shiny. One of the best tricks is to use a reflection map. I mean, you want it to look kinda real, and shiny things reflect the world around it. Toss one on and :bam: a little extra oomph.

KPT5 comes with ShapeShifter. With ShapeShifter, you can use a reflection map. The most notorious map is coolkitchen.jpg. It's a very solid picture to use as a reflection map. It's a picture taken with a fisheye lens giving it some built-in distortion, and it's got excellent contrast. I mean, that distorted white square admist all that darkness is just plain cool.

Don't have coolkitchen.jpg? Hell, make your own. Err... make your own reflection map.

I haven't tried it, but I imagine a good way of going about it is to take a picture of a mirrored ball. A decent sized ballbearing might do the trick. Or maybe you have a neighbor with a cheesy lawn ornament. Or maybe even a picture of a anti-theft mirror seen in the corner of a lot of stores. Or maybe you are really lucky and have access to a fisheye lens.

Probably a good idea to Levels or Curves or whatever the reflection map. It's a personal thing. Whatever your heart desires.

Can't find a good, curved reflective surface? Or don't have access to a fisheye lens? Don't worry: PhotoShop can accommodate.

Distortion

Gotta get some distortion in there. Curved surfaces don't reflect flat don't ya know.

Of course, I recommend Filter > Distort > Diplace. Strange love affair that filter and I have. :sigh:

For round things, it's fairly easy. Start with what I call the Zoom Cube. Toss in a Layer Mask, a circular gradient, and some Curves. I do have an easily tweakable version, but I'm going to save this for another day.

Before we go any further, I recommend making two things:

1. A mask of the target shape. This will come in handy for masking out the border and other things. Just a bunch of white in the middle, black on the outside, and perhaps a touch of Gauss to soften it up a tad - in an Alpha channel of course.

2. A height map of the shape. One of the better techniques for making this is Doc's Multi-Gauss technique. DL-44 using in Phase II. Also in an Alpha channel.

I've already quickly gone through how to make a D-Map for circular things. What about making a D-Map for irregular shapes? I live for questions like that.

Irregular D-Maps

1. Use Lighting Effects and the height map. A red light going one way and a green light going another. I talk about this in More Fakery

2. Use Emboss and the height map. Basically, cut-n-paste the height map into a new Layer. Go to the Red channel and run Emboss. Go to the Green channel and run Emboss again - same settings as Red but at a 90? angle. Personally, I like to fill the Blue channel with 50% gray.

Hopefully you have a mask for the shape laying in your Alpha palette, because you just might need it to clean the D-Map.

However you go about it, save it as a PSD and Displace away.

Finishing Touches

I hate talking about finishing touches. To me, finishing touches are a very personal thing and can't be taught. I'll give it a shot anyways.

One of my favorite tricks is to cut-n-paste the height map into the target document. Start a new Layer, fill with 50% grey, run Lighting Effects and use the height map, and set the Layer to Hard Light. Sometimes I'll copy the Layer, set one to Screen and the other to Multiply. Then use Levels or Curves to tighten things up. Maybe even toss in some HSB to add some tint.

Or maybe use Emboss and the D-Map on top of that. You know, something like Steve's Hand Made Highlight and Shadow Masks, but with Displace tossed in at the end.

Or maybe even a variation on DarkGarden's Water Droplets.

On a few rare occassions, I have opted for painting the highlights and shadows. This can really break up the sterileness of doing it by the numbers. You know, some imperfection can be a very good thing.

Too many things to do and try when it comes to finishing touches.

That's about all I have the strength for tonight.

I leave you with this:
Specularity, Reflection and Gloss by Leigh.
Geared towards 3d, but certainly applicable.

play.fiddle.learn

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Here is the tweak friendly D-Map that I mentioned. Notice that a few things are different.

tweakfriendly.gif


At the bottom, a Zoom Cube that is inverted. Doesn't have to be, but it helps me keep things straight in my head. Next up is a basic gradient set to Exclusion. Clipped to that is the tweak Curves Ad-Layer. Finally, on top of it all is the "mask".

The reason for Exclusion is because they changed the way Layers behave when clipped. Long story. But it is important to note that "Blend Clipped as Group" is turned on. If it's not, you'll get funkiness.

Also, I didn't feel like messing with a Layer Mask and a Layer on the bottom filled with 50% Gray. So I just tossed a makeshift "mask" on top with a slight Gauss. No big deal.

The dynamics are basically the same for an irregular shape. Make your height map, toss it in the Layer palette, and set to Exclusion. Or you could go with Lighting Effects, or the Emboss route. I'm sure you can make a height map, so doing the tweakable version is probably the easier route.

Back to the salt mine.

play.fiddle.learn

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So I had a few minutes to play. I knocked out a quick example using an irregular shape in the tweak friendly D-Map.

heartthang.jpg


D-Map is 500x500. Laid down the custom shape heart and tossed it into an Alpha. Copied and started Gaussing at 40 and worked my way down from there. I probably should have started at around 60 because I had to Curve it just a tad. Also should have done something about the top in the middle. I mean, that part is just plain pants.

Used a photo of a building, as if you couldn't tell. Then Lighting Effects and a few other quick things. Could stand some airbrushing between the red and blue. I'll prolly airbrush it later just so I can feel better about it.

I tried it on a photo of a butterfly that I have, and it was fantabulous. Seeing the shapes conform and twist around at the same was one of the spiffier things I've done in a long time.

Anyways, just a quickie to show that an irregular shape can work with the tweak friendly D-Map.

Have at it.

play.fiddle.learn

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Great tutorial Stroker with some wonderful links to various techniques and reflection theory by Leigh! :righton: Thank you for taking the time to document! [excited]

I spent some time this morning attempting to put "all" into practise... unsuccessfully, I might add... [innocent] so it's back to the drawing board for me! Perhaps it's a case of "information overload" or not knowing in what order (what steps) you created that fabulous heart? [confused] :\
 
When I get the chance, I'll go into more detail on how I made the heart D-Map.
 
Stroker: When I get the chance, I'll go into more detail on how I made the heart D-Map.
That would be appreciated, Stroker! :D No pressure or rush, though! ;)

I'd also appreciate clarification on the chronological steps that you took to create that particular image. I've gone through your website and have practised making D-Maps and I know how to make and use height maps, as well as reflective maps. I just haven't been able to figure out how you got from a basic heart shape to your final result, incorporating these techniques. IOW, the steps involved. I played long and hard and couldn't come close... [innocent]
 
Heart D-Map Detail

I'm attaching a screen cap of the Layers and Channels. Scroll up and down as necesssary.

First I started with finding a decent map to reflect. I have stock photo CD with lots of pictures of architure. So I grabbed a few and ran Spherize on them real quick as a test. This is just to get a quick feel for how well a given photo will work for a reflection map. I eventually settled on an outdoor photo of a brick building with lots of windows.

Then I got busy on making the D-Map.
Started a New Doc at 500x500.
Put in the Zoom Cube and Inverted it (ctrl + i). Inverted it just to keep things straight.
Then I laid down Guides that go through the center of the document.
Select the Custom Shape and Heart pre-fab.
Starting in the center, I held shift + alt and dragged out the heart shape.
Load the selection of the heart layer and toss into Alpha, named Mask.
Copy Mask and work on the copy.
With Mask selection still loaded, Gauss at 40, 20, 10, 5, 2
Then deselect (ctrl + d) and Gauss 1
(I'm pretty sure those Gauss numbers are correct.)

Then I went exploring the contours, or z-depth, of the newly created height map.
I did this with Select > Colour Range.
With that open, I set Fuzziness to around 40 and ran the Eyedropper all over the place.
I noticed that the outside of the heart was too tight and that the inside was too broad. Kind of hard to explain.
Not happy with what I was seeing, I canceled Select > Colour Range and hit Curves (ctrl + m).
In Curves, I grabbed the middle and brought it down a tad.
That created a little more black at the edges and a little less white on the inside.
I did Curves on a copy called Height 2.

Happy with Height 2, I cut-n-pasted it into the Layers palette.
Set Blending Mode to Exclusion.
Added a Curves Ad-Layer and clipped/grouped it.
Double-checked to make sure that Blend Clipped as Group was turned on for the Exclusion layer.

Started a new Layer.
Loaded Mask.
Select > Inverse (ctrl + shift + i).
Edit > Fill with 50% Gray.
Deselect (ctrl + d).
Gauss around 1.5 or 2 or something to soften up the edges.

Save and Displace away.
Played with different percentages.
Messed around with the Curves Ad-Layer.
Settled on something that I liked.

To touch it up, I did some good ol' fashioned cut-n-paste.
First, I cut-n-pasted Height 2 into an alpha channel of the building doc.
Did a quick Free Transform (ctrl + t) to make it the same size as the building doc.
New Layer in the Layers palette.
Edit > Fill with 50% Gray.
Filter > Render > Lighting Effects and used Height 2.
(Messed with Lights and other things until happy.)
Set it to Hard Light.
Then I ran Curves (ctrl + m) on the Hard Light Layer for a tweak.

I also cut-n-pasted Mask into the building doc.
Used that to add a few other tweaks.
Like a stroke of 2 or 3 pixels and a gradient background.

That should do ya.
Now show me what ya got.
Make me proud.
Bring a tear to my eye.
 
Thank you Stroker! [excited] I'll have another go at this and hopefully, I will bring a tear to your eye! :bustagut:
 
:{ Sorry Stroker... no tears! I'm gonna have to work/play on this technique a great deal more. ;)
Yep, I found the kitchen.jpg on the net and used it as my reflection map. [shhh]

Question: What is a "Zoom Cube"??? [confused]
 
A quick detail of Zoom Cube here: The Cubes.
(Don't look to closely at the Rotate Cube because it's slightly wrong.)

Your example looks good to me. Although, it looks like the fisheye distortion is messing up the Displace. That is, the two aren't playing nice. Know what I mean?

More! More!
 
Very interesting and I've gotta try this one too, but then again; I want to try out so many things! :D

Nice work Stroker, well documented! :righton:
 
Thanks Stroker for the link to my question. I have lots yet to learn, I'm well aware! ... ;)
Your example looks good to me. Although, it looks like the fisheye distortion is messing up the Displace. That is, the two aren't playing nice. Know what I mean?
Yep, I do! [honesty]

Make no mistake, I will work at this a whole lot more and then some more! :D
 

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