| |
Organic
Textures
page three
By now, you should be feeling a bit overwhelmed by the zillion different
directions that you might have, could have, should have tried with your
texture. Welcome to the feast. It aint over yet.
Click on the Add New Adjustment Layer button
at the bottom of the Layers palette.
Choose Levels from the menu. This time you are actually going to make an
adjustment. For the record, you could have made adjustments with the two
Brightness/Contrast layers but things get really confusing if you
realize that the mask that is receiving your styles is also affecting your
adjustment.
In the Levels dialog, do a typical Levels
adjustment by dragging the end sliders in to just touch either side of the
histogram. My Input Levels settings were 22, 1.00, 193. Click OK to exit
Levels.
With the Levels layer still selected in the
Layers palette, make sure your fore/back colors are white/black and then
choose Filter > Render > Clouds. In addition to adding random discoloration
to the mask, the Clouds filter is a quick way to get uneven content onto
a layer or mask. This is useful since most of the other filters require
tonal variation to have any effect.
After you have clicked OK to add the Clouds
to the mask, choose Filter > Texture > Grain. Set Intensity to 100,
Contrast to 100 and for Grain Type, choose Vertical. Click OK to add the
rough vertical lines. Then choose Filter > Blur > Gaussian Blur. In
the Gaussian Blur dialog, enter 3 for Radius. Click OK.
The filtering of the mask on the Levels
layer has made it affect the texture unevenly, giving the impression of
water staining. You can see the mask, by itself, below. |
back
start
Tips
7 Tools
7 Palettes |
Older Tutorials
Quick Mask
Rubberstamping
More Adjustments
Sharpening
Filters
Color Elements Tutorials
Elements Basics
Reference: Elements Tools
Reference: Elements Palettes
How Do I...?
Gotcha
Pre-Beginner
Pre-Beginner II
Why Layers?
Holes
Fade In
Playing With Styles
Learning Effects
Redeye Removal
Artistic Filtering
Symmetrical Flowers
Simulated Alpha Channels
Layer Masks
Multilayer Masks
Displacing Textures |
The final Layers palette is shown below. The final texture is shown at
the end of this section.

I hope you have noticed, during the steps provided, that there were multiple
options at every stage of the creation of this texture that would have
given a completely different, but equally interesting end result.
All masks can be filtered. You can even
add textures to masks by using Edit > Fill and choosing Pattern from
the Use menu. Textures on masks can then be embossed with a layer style.
The two big drawbacks to Edit > Fill are the absence of a Scale option
and a live preview. You have to know your patterns from memory, or go
back and forth until you get the one you want.
All masks can have styles
applied to them. Note that styles other than the overlays require some
content to work on (a white mask wont work). Use Render > Clouds
followed by Levels, or Posterize to “harden” the edges generated
by Clouds (styles dont work well on blurry tones), or add a pattern
fill to give the styles something to chew on. On the other hand, as you
saw with the first Brightness/Contrast layer used here, the Pattern
Overlay, and Bevel and Emboss/Texture
styles work just fine on a mask with no content.
Though I only showed you a Levels adjustment
with heavy masking, you can do the same with a Hue/Saturation adjustment
layer to add color variation (work on the mask as I did to the Levels
mask), or any of the other adjustment types. Note that adjustment layers
can also use different blend modes and reduced opacities.
Though you cant apply adjustment layers
to masks, you can use Image > Adjustment to apply the same commands
directly to a mask.
You can stack as many styled adjustment
layers and pattern fill layers as you like. You can add regular layer
masks to regular layers and get into filtering those masks. You can paint
on the masks with Photoshop 7s new
scatter brushes to add random spotting.
To repeat options mentioned earlier (theyre
important!) the Scale feature in both Pattern Fill layers and in the Layer
Styles overlay and texture features give you almost unlimited options
for texture manipulation. And the Edit > Fade feature where you can
change the both the blend mode and opacity of filtering as it is applied
to your base texture is very useful.
Run through all of Photoshops old,
and over-used filters one more time,
this time looking at them as texture ingredients. The dreadful Chrome
filter can be useful when applied to a mask. As you saw, the Watercolor
filter is useful for hardening up clouds on a mask. Dig around in the
sub-menus within the various filters. In the Texture group, try out Mosaic
Tiles. Here is a sample of what you get with settings of 2 for Tile Size,
1 for Grout Width and 8 for Lighten Grout. It makes a good, nubby base
layer (shown here applied to a brown starter layer).
I could go on all day. There are so many non-linear options—to choose
one direction is to not choose ten others. It makes me nuts.
The one thing that organic textures are not good
for is Web sites. You may have noticed that these fairly small illustrations
take a long time to load. By definition, a good organic texture is about
lots of local detail. Local detail does not compress well. So use this
stuff for illustration or for 3D texture mapping, but not for Web site
backgrounds or interface objects.
[Not on the .pdf file. Some 3D texture purists will shriek
in horror if you use the Bevel and Emboss style and/or its Texture sub-style
on a texture map. In theory, all surface lighting should be generated
by the lights in your 3D scene. Your texture map should contribute only
coloring. This is because during your 3D animation, the object will move
in relation to the light source. Highlights and shadows should move accordingly.
However, for overall surface irregularities
and small cracks or bumps, only a forensic expert or an obsessed nit-picker
is going to notice that your local surface lighting doesnt match
the scene lighting.
If you prefer, you can not use the Bevel
and Emboss style (and the Texturizer or Lighting Effects filters), and
use bump maps to do your maps the correct way. Youll have to spend
a lot of time building and loading the bump map and then fiddling with
your scene lighting angles to show the bumps (and even then they often
wont do so very predictably), and your render times will probably
be longer.
I have found that often, no matter what
I do, the lighting wont bring up the local texture the way I want
it—painting it on puts it there without the lighting headaches.
Be aware of the possible problems and decide,
accordingly, whether to use the lit patterns and styles. To
bring up small surface irregularities—yes, use them.
Of course, if you are only generating stills
from your 3D application, all you have to do is match the light angle
in the Layer Styles dialog with the light angle in your 3D scene. You
should have no conflicts at all if you do it right.]
If you would like to download a zipped pdf file of this tutorial, please
click on the link below, and save it to your hard drive.
Organic Textures pdf
294 KB
If you dont know how to expand a zipped file or use Acrobat Reader,
download the file, above, and then go here
to find instructions.
Back to Photoshop Tips
|
|