Link:INB Home|INB English| INB русский язык|INB العربية|INB Türkiye|INB فارسی|INB Español|INB Français|INB Português|INB Deutsch|INB 國語|INB 中文|INB 日本语|INB 한국어|INB ภาษาไทย|INB tiếng Việt||Tutorials LightWave 3D Texturing for Dummies Part 3 The Importance of Real Diffusion
INB Português Fórum
BEM - vindo a indústria nativa e "boffin") Da era industrial, aqui está cheio de espírito de Luta, Ambos através Da rede espaço biológico nativo espírito "boffin" VEIO a mad labs.Casa inbforum.com, Nome Definitivo: inb-english.forumotion.com
INB Português Fórum
BEM - vindo a indústria nativa e "boffin") Da era industrial, aqui está cheio de espírito de Luta, Ambos através Da rede espaço biológico nativo espírito "boffin" VEIO a mad labs.Casa inbforum.com, Nome Definitivo: inb-english.forumotion.com
INB Português Fórum

BEM - vindo a indústria nativa e boffin) Da era industrial, aqui está cheio de espírito de Luta, Ambos através Da rede espaço biológico nativo espírito boffin VEIO a mad labs.Casa inbforum.com, Nome Definitivo: inb-english.forumotion.com


Você não está conectado. Conecte-se ou registre-se

《《《《《《《上一页INBforum   Ir para baixo

上一页INBforum》》》》》》》Ver o tópico anterior Ver o tópico seguinte Ir para baixo  Mensagem [Página 1 de 1]

1Tutorials LightWave 3D Texturing for Dummies Part 3 The Importance of Real Diffusion Empty Tutorials LightWave 3D Texturing for Dummies Part 3 The Importance of Real Diffusion Qua Jan 26, 2011 2:06 am

Admin

Admin
Admin
by Leigh van der Byl
Tutorials LightWave 3D Texturing for Dummies Part 3 The Importance of Real Diffusion Pixel_black


What?! Diffusion isn't colour??!!

Yes, I too was shocked when I
discovered that diffusion is not actually colour,
as many other software packages I'd used before
had led me to believe.

But. but. if it's not colour,
then what is it??

Well, it has got something to
do with colour, but it is not the actual colour
itself. In reality, diffusion is actually the
extremely essential attribute of an object's
surface that scatters light - so basically it's
the surface attribute that determines how much
light is reflected, as well as absorbed, by the
surface - it determines how much of the
surface's colour we can see
. And you
certainly don't need a degree in physics to understand
that our eyes are able to see things purely because
of light reflecting off everything in the world
around us. Simply put, those rays enter our beady
little eyeballs and the information is processed
in our brains, and we see things. Which is why
we can't see too well in the dark - there is
very little light bouncing around. And what little
we can see, is kind of fuzzy, due to the poor
quality of what little light there is available.

To drift slightly from the subject
at hand, I'd just like to state here why global
illumination (usually just referred to as GI)
is so important. Now, for those of you that don't
know much about global illumination and radiosity
- here is a complicated explanation: Radiosity,
technically, is defined as the amount of radiation
leaving a surface per unit time per unit area.
Which, basically, to us mere animators, means
that radiosity is the effect of light bouncing
around - in other words, it is the indirect light
that is distributed between all the objects in
any environment.

To illustrate this an easy example
would be to set up a scene of a plain, empty
room with a table in it and a light (lets say,
for instance, a point/omni light) above the table.
Now, without radiosity, if you were to render
this scene, the underside of the table would
be pitch dark. Now, in real life, this is not
so. Set up a table in an empty room and hang
a bare lightbulb above the table. You don't even
actually have to do this to know that you would
definitely be able to see under the table. Why
is that?

Well, that's because the light
from the bulb would bounce off the walls, onto
the floor, and then bounce back up off the floor
and illuminate the underside of the table. Actually,
it's interesting to note here that the majority
of light around you actually comes from indirect
light, and not the source itself.

Radiosity is perhaps the most
critical element of photorealistic rendering,
as it gives an ambient radiance to your scene
without making it look flat. And because it is
a real world effect, it's essential to include
it in your rendering.

Up until very recently, most animators
had to fake radiosity with complicated lighting
setups consisting of anything up to 100 to 200
carefully placed point (omni) lights in a scene,
usually set up similar to a concert lighting
rig, in a cone like shape. Obviously this isn't
a great solution though, as we all know that
too many omni lights can sometimes make things
look a little flat. The same thing happens, but
to an even worse degree, by using the ambient
lighting option that is included in most software.
If you want to do your light setup properly -
DON'T USE THE AMBIENT LIGHT. Switch it off completely.
In most programs, ambient lighting is on as a
default, so find out where yours is and SWITCH
IT OFF!! To switch it off, go to your Global
Illumination panel and adjust the Ambient Intensity
setting.

I'm mentioning this because without
radiosity, diffused surfaces will not work properly.
Instead, they will just appear too dark. But
back to the actual subject at hand.

So where were we? Oh yes, I was
explaining that diffusion determines how much
of a surfaces colour we can see, because it controls
how much light is reflected off the surface and
how much is absorbed. And although this may sound
similar to specularity or reflection - let me
quickly just clarify the difference between these
- as I said, diffusion controls how the light's
rays
leave the surface, whereas specularity
and reflection control how much the surface reflects
the actual light source itself. It would
be safe to say, that diffusion, in practice,
is simply the opposite of specularity and reflection,
in much the same way that opacity is the opposite
of transparency. Diffusion refers to the scattering
of light, whereas specularity is to do with its
reflection.

So, in essence. by diffusing an
object, you control the amount of colour that
is reflected back off the surface by the light.
This is completely different to simply darkening
the surface of the object itself. If you were
to darken the actual image used as a colour map,
you would see only see a change in colour, but
not colour depth.

Colour depth is created by scattering
light across an object's surface. Take a look
at human skin and you'll notice that it has a
density. The colour isn't a simple continuous
shade but rather many similar shades, created
by scattered light. This quality cannot be made
by a colour map alone, as a colour map cannot
give a surface the richness that a diffuse map
can. Of course, we have to bear in mind at this
point that obviously translucency is another
critical attribute with regards to scattered
light, as it determines how the light passes
through a surface and, together with sub-surface
scattering, is scattered around inside the
surface. But I'll be discussing translucency
in depth in a later chapter.

Diffusion can also be used with
lighting itself. Those of you who have spent
any time on film sets or in photography studios
will know that it is necessary to put milky,
semi-opaque plastic sheets in front of the lights.
These are basically diffusion screens. They change
the quality of the light, so as to prevent glare
on the subjects they are lighting. This is pretty
much what we are doing when we diffuse objects.
We are preventing over-saturation of the colour
of their surfaces.

Right, so now that we understand
what diffusion is, how exactly do we use it?

Putting Diffusion Into Practice

How do you make a diffusion map?
Well, for starters, as with most other image
maps, a diffusion map's effect is created using
varying shades of grey. And, keeping in mind
that when working with grey scale images for
surface attributes - where white always represents
a positive value of the attribute, while black
represents no effect at all - the lighter the
shade of grey, the more diffused the surface
becomes. And obviously, the more diffused the
surface is, the more light is reflected off it,
carrying colour information into our eyes, and
the more colour we will see.

Knowing this, you are now faced
with the tricky task of determining the diffusion
amount for a surface. As a general rule, absolutely
nothing
has a diffuse value of 100%. In fact,
most things have a diffusion amount of 80% and
lower.

Because nothing has a diffusion
of 100%, leaving it at that amount will result
in your surfaces interacting unrealistically
with the light. This will basically result in
your objects looking over-saturated, because
the actual colour of your object becomes over-saturated
by the light. Obviously, without light, diffusion
doesn't actually make a difference, but the moment
you put any light into your scene to illuminate
your object, that light is going to hit your
objects surface, and, depending on how shiny
you've made the surface, it's going to create
a hotspot of light. Now, if the object has 100%
diffusion, that hotspot is going to multiply
the colour of the surface, as well as adding
it's own colour to the surface. This is obviously
going to result in an unsightly over-saturated
spot.

Take a look at Figures A and B. Figure
A
has a diffusion of 65%, whereas Figure
B
has 100% diffusion. Notice how over-saturated
that light spot is on the second sphere. Yuck.

Tutorials LightWave 3D Texturing for Dummies Part 3 The Importance of Real Diffusion T4dpart3_A&B
Figure A - this surface has been properly
diffused, as opposed to
Figure B, which has 100% diffusion.


Okay, so how do we make the diffuse
map to go with our surface? Well, here is something
to consider - a good general rule is that the more
reflective the surface is, the lower its diffuse
amount
. Why is this? Because the more
reflective an object is, the less colour it has
of its own - the "colours" you see in it are
merely reflections of it's surroundings. And
the more they reflect of their environment, the
less colour they have of their own. Metals, for
example, generally have lower diffusion amounts,
as they are usually quite reflective, whereas
bark on a tree would have a higher diffusion
(unless it's wet, in which case, it appears more
reflective, and therefore would have a lower
diffusion), as it possesses more colour of it's
own.

Remember, the diffuse amount controls
how much of the colour is seen, so if the surface
doesn't have much colour of it's own, it obviously
doesn't scatter light.

Tip: Bearing this in
mind, it therefore makes sense that when making
an object that reflects 100% (like a mirror),
you would make the base colour of it black
(in other words, it has no colour). And because
it has absolutely no colour, it's diffusion
amount would also be zero.


Consider the example below - in
the first image, the chrome cow has 100% diffusion
and 100% reflection, resulting in a very milky
(excuse the pun) look. However, in the second
image, the diffusion has been taken to 0%, and
what you get is a much cooler chrome look.

Tutorials LightWave 3D Texturing for Dummies Part 3 The Importance of Real Diffusion T4dpart3_chromeCow

Another thing to bear in mind
is the topography of the surface. Any cracks,
in the actual geometry of object, are going to
have a slightly lower diffusion, as light gets
trapped in cracks, causing less of the surfaces
own colour to show through (in other words, because
the light gets trapped there, it doesn't bounce
back into our eyes, carrying that colour information
which would allow us to see that colour). This
obviously means that a diffuse map has to be
carefully made, as it has to include these sorts
of details. Simply giving a surface a global
value is not going to suffice. Remember then,
that when making the diffuse map, you must keep
in mind what the bump map is going to look like
as well, as this will affect the diffusion, but
obviously to a lesser extent that any cracks,
holes, etc in the object's geometry itself.

Of course, the actual colours
on the surface itself do subtly affect the diffusion.
A quick science lesson - different colours have
different wavelengths. Depending on the length
of the wavelength, depends on how much that colour
is scattered. For instance, blue has the shortest
wavelength, and is therefore scattered the most
- which is why the sky appears blue. And because
diffusion deals with scattering of light, this
is something to bear in mind. Basically, you
can start off by de-saturating your colour map
to grey values.

Now, remember how I explained
earlier how it is that areas which are shinier
and more reflective have lower diffusion values?
Well, it would therefore stand to reason that
the information from your specularity/reflection
maps is important to include in the diffuse map.
You can do this by inverting your specular map
(thereby converting the areas that were shinier
and therefore lighter grey in the specularity
map to the opposite - darker shades of grey and
therefore less diffused) and adding it to your
desaturated colour map. Blending these two together
makes a great base for your diffuse map. However,
the information of the colour map is more important
than that of the spec map (I'll explain why later),
so make sure that you lower the transparency
of the spec map before blending the two together,
that way ensuring that the desaturated colour
values remain predominant.

But wait a minute!

If you think logically, carrying
on with this process in this fashion will lead
to a certain problem.

Guessed what it is yet? Okay,
this is a tricky one to fully explain.
We know that, in extremely simplified
terms and with regards to its initial immediate
effect, lowering the overall diffusion amount
and adding a diffusion map darkens the surface.

So basically, if you do your diffuse
map after you've completed your colour map, then
surely when you slap your colour and diffuse
maps onto your model and render it, the change
in diffusion is going to result in an unwanted
change in the colour value.

To put it more simply - the colours
you painted onto your colour map are the colours
you want your actual model to appear when rendered,
aren't they? Now, knowing what diffusion does,
it's obvious that when you lower your overall
diffusion amount and add your diffuse map, the
actual colours you painted onto your colour map
are going to appear too dark.

And that's NOT what you want,
is it?

No.

So how do you compensate for this??

Well, it's actually pretty easy.
It just takes a bit of forethought, some cunning,
and using your braincells a bit.

Okay, as I mentioned earlier,
different substances have different base diffuse
values - for example, human skin has a basic
diffuse value of about 70-80%, wood is about
70-75%, and a reflective metal like chrome has
a value of about 15%. So, depending on what your
surface is, you would have given it a certain
overall value. But how do you decide on what
that overall diffusion value is???

Just take a look at it's overall
shininess and reflectiveness.

These properties are easier to
reproduce by eye than diffusion is. So, when
you initially begin to make your surface, decide
on how shiny and reflective it is first. This
is pretty easy for anyone to do, as we all know
how shiny different surfaces in real life are.

Here is a very important
tip: When creating ANY surface, make sure
you have plenty of reference handy. Say for
instance I'm given an object to texture,
and it's a giraffe's snout. Before I start
making ANY image maps or assigning any values
to any of the surfaces attributes, I'd ensure
that I had at least 10 different pictures
of a giraffe's snout to refer to. That way
I can see exactly how it's surface reacts
to light. I cannot stress enough just how
important reference pictures are. By referring
to reference images, you can tell exactly
what it's colour is, how shiny it is, how
reflective it is, what sort of texture (bump)
it has - basically I can see exactly how
it appears in real life. This will thereby
ensure that my own cg surface turns out perfectly
true to its real life counterpart.


Okay, so we've decided on our
overall specularity and reflection amounts.

Now, decide on an overall diffusion
value depending on what the overall specularity/reflection
amounts are - keeping in mind that the higher
those values, the lower the diffusion will be
(or, on the other hand, the lower the reflection,
the higher the diffuse).

A rough way of determining this
would be to use the left-over number from the
total reflection value - in other words, if your
overall reflection amount is 75%, then make your
diffusion 25% (as that is the remainder of the
subtraction of the reflection percentage from
a possible total of 100%). And if your reflection
is 15%, then make your diffusion value 85%, and
so on (however, a little leeway is allowed here
- sometimes you will find a bit of tweaking of
a few percent here and there will be needed to
get it looking right at the end). These rules
aren't cast in stone, they are just guidelines.
Are you following me? Good! Now keep this little
equation in mind, as we use it similarly to determine
the colour compensation.

Right, go back to your colour
map. Okay, now say for example I'm making a human
face. And I've decided that my overall diffusion
value is 75%. Well, in order to compensate for
this diffusion value, we are going to need to
lighten the colour map by 25%. We lighten it
by 25% as this is the difference between 100%
and 75% (of course, to put it even more simply,
you could say that you would need to lighten
the colour map by the same amount as your overall
specularity/reflection value, but I'm referring
to the diffuse amount, as diffusion is the subject
at hand).

Knowing this amount by which it
needs to be lightened, how exactly do you lighten
your colour map? Well, in Adobe Photoshop® there
are a couple ways of doing this. You can use
the Brightness/Contrast tool, and just drag the
slider until it looks like it's a certain percentage
along the line. You could also do the same using
Levels. However, this simplest way of doing it
is by using Curves. Just click on the graph line
and adjust it until the percentage displayed
beneath the graph is correct.

Alternatively, you can use the
Brightness adjustment slider in LightWave®s
Image Editor, as shown in Figure C.

Tutorials LightWave 3D Texturing for Dummies Part 3 The Importance of Real Diffusion T4dpart3_C
Figure C - LightWave®s Image Editor supplies
you
with a number of useful tone control tools


However, as I said previously,
a single global value does not suffice. Bear
in mind that this compensation only correlates
to the overall diffuse amount, whereas the actual
map that you use in your diffuse channel has
varying strengths of diffusion, obviously determined
by the varying shades of grey within it. That
is why it is so important to use the greyscale
values from one another.

Wow, painting image maps is tricky
business, eh?

Okay, before you go and experiment
with diffusion, let me just let you know that
this is, in fact, an extremely subtle effect.
So don't go expecting huge, radical differences
in your renders. When you have made your diffusion
maps correctly, you'll notice that the difference
is very slight. However, subtle as it may be,
it is nevertheless an extremely important effect.

Take a look at Figure D.
This hand has no diffusion, whereas Figure
E
does. You'll see that the difference between
the two is only very slight. The colours of the
hand in Figure D are over-saturated - the skin
of this hand is supposed to be dead, and even
though I painted the colour map correctly, the
fact that it has 100% diffusion results in the
colours becoming over-saturated. Which is not
what I wanted. Whereas, with Figure E, I've added
a diffuse map, and all my overall values are
set correctly, according to the method I've described.
As you can, this has resulted in a more desired
saturation - the skin now appears the way I want
it to.

Tutorials LightWave 3D Texturing for Dummies Part 3 The Importance of Real Diffusion T4dpart3_D
Figure D - hand with 100 diffusion applied

Tutorials LightWave 3D Texturing for Dummies Part 3 The Importance of Real Diffusion T4dpart3_E
Figure E - hand with correct Diffusion map
applied


I know that a lot of you may be
looking at this, and thinking "why bother?" Well,
if you want to achieve photorealism, and produce
high quality visual effects, these are things
that are essential. However subtle and useless
this effect may seem, trust me - it IS essential.
A character whose skin has been textured and
left with 100% diffusion is going to get very
nasty looking saturated spots all over it when
it gets lit, and the only way to avoid that is
to use diffusion correctly. It's all part of
the bigger process.

Well, that's pretty much all I
can really say about diffusion! Hope you found
it a fascinating read.

By Leigh van der Byl
[Tens de ter uma conta e sessão iniciada para poderes visualizar este link]
]

http://pt.inbforum.com

上一页INBforum   Ir para baixo

上一页INBforumVer o tópico anterior Ver o tópico seguinte Ir para o topo  Mensagem [Página 1 de 1]

Permissões neste sub-fórum
Não podes responder a tópicos

Copyright ©2009-2010 LTD Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

IT:SINGLESERVGoogle谷歌翻译TranslateFORUMSOFTLAYERGoogle谷歌广告联盟AdSenseAsia

 

Criar um fórum | ©phpBB | Fórum gratuito de ajuda | Denunciar um abuso | Criar um fórum