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Table of Contents
Displace
Considerations
Solid
Channels
Circle Grads
Gradients
PSD
Curve It
Tweakables
Scans
Broken China
Bulge
Math 1
Math 2
Heat Waves
Reflection Maps
Power Distort
Other
Cannify
Extrude
Whispies
AMP
Brush Making
Picking Colours
13 Revisited
Levels
Pixel Shuffle
UVW 2
Pui Pui
Light Rig
E-Mail
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Cannify with Displace
This is how to Cannify with Displace. This is the goal that I had set
for myself that fine spring day: cannify a texture with Displace. Since
I couldn't do it right away, I set upon my Displace journey. I read everything
I could on the subject and did *tons* of experimenting.
One day the final piece fell into place in the form of Curves (ctrl +
m). Before then I actually said something like, "I still need to
get over the linearness of Gradients." Almost prophetic, eh?
After getting to know how Curves and Gradients can be used effectively
in a D-Map, I sat down to cannify a texture. I had it done in 15 minutes.
I would almost call it over-kill.
So now I'm left with all this knowledge on How to Build a Better D-Map,
and I'm passing the savings on to you. I'm such a nice guy.
Okay, so let's begin.
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Here
is our base D-Map. The Red and Green channels are a simple Linear gradient.
The Blue channel is 50% grey because I like it that way. |
Time
to add a Curves Adjustment Layer. In that Curves Ad-Layer, modifications
will be made only to the Red and Green channels.
The curve in the Red channel will take care of the Squish Factor. (I'm
working on writing a tutorial to explain this.)
The curve in the Green channel will take care of the vertical profile,
so to speak. See Curve It Skew for
more details. The rest of that tutorial is still under construction, so
it is a bit broken.
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This
is what the D-Map now looks like. Save that bad boy and let's get busy.
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Now, I'm using that boy with all the Alpha channels and all that. However,
I'm not going to be showing all that jazz. I'm not even going to be finishing
these examples. Instead, just some quick examples of what this D-Map does.
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Here
is what it does with
Horizontal: 30%
Vertical: -25%
Not bad. A little too much Squish Factor (expanding) in the middle, but
that can be a good thing.
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Here
is what it does with
Horizontal: -30%
Vertical: -25%
Notice that Horizontal is negative and how it affects Squish Factor in
this example. Spiffy!
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As
if that weren't enough, here is fiddle example.
For this, I went back to the D-Map and messed with the Curve in the Red
channel. Saved it and Displaced again. Very interesting. Almost like a
swizel stick. If I had taken the time to cut & paste the Red channel
into the target, then I could have used that for a better lighting effect.
Using the D-Map, or parts of it, for lighting effects can go a long way
in suggesting depth.
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Chances are that you've noticed that the Veritical motion is really that
great. I know I wasn't happy with it. So I did a little more experimenting.
In
this one, I messed with the Red channel again. Then, after I ran Displace,
I used Spherize on it with Horizontal Only.
Woo! Look at that! Much better. Nothing like fiddling and mixing ideas
and techniques. I don't know about you, but I would call it very cool.
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As if that weren't enough, there is more to this.
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