Please post here anything else (not relating to Maxwell technical matters)
User avatar
By deadalvs
#334849
Let's say you have a pic like this:
Image

Does anyone have an accurate workflow (Photoshop filters, .. or a software) which properly (>= 80% correct) detects the cell structure of the pebbles and lets the user define the gradients for the displacement maps ?

The result should be better than Illustrator's Live Trace and actually close the forms, not just detecting the edges.

Any input there ?
User avatar
By Maximus3D
#334850
There are many ways to get this job done, some routes are complex while others are simple but dirty.

- You can use a automatic software/plugin to generate the displacementmap of these pebbles, it will work 'ok' to some degree but it will not give you a accurate texture of the pebbled surface.
- You can do this manually by masking each pebble, painting or filling each mask with a gradient and then extracting a bumpmap from the pebbles for the finer surfacedetails. It's a bit more work but should result in better more accurate displacement of each pebble.
- You can use a combination of the above methods to achieve a hybridmap, it works fine.
- You can also model this map, as it's relatively simple shapes just modified spheres stacked upon eachother. You match them against the backdrop photo (the one you posted), then you render out a zdepth map of the model you built and use that map as your displacement. It will probably give you your best and most accurate results.

If you need a seamless map, you got a bit more work to do.. :)

/ Magnus
User avatar
By deadalvs
#334856
hi Magnus !

Technically, I am familiar with all those approaches.

Though, neither you are aware of a piece of software which would help to automate this - at least a little, right ?

It'd be nice to be able to do some sort of intelligent voronoi network !
User avatar
By deadalvs
#334858
I've been playing a lot with PS and here's something quite promising:

1 ]
smartBlur, r = 40, thr = 80
2 ]
(sharpen more)
3 ]
highPass, 45 px
4]
curves, s-curve, darks darker, lights lighter (--> simply put more contrast)
5]
desaturate

* * *

many of the other workflows I tried were to use levels and curves to get the edges as selections, feather them with a certain radius and fill in black, resulting in a decent displacement map, but the problem of course is that that takes many steps and since PS is still not capable to enter values in damn % all depends on the image resolution.
User avatar
By deadalvs
#334875
with pixPlant ..

not really better.
Image

but painting it manually will definitively produce the best result. painstaking process though for bigger textures with thousands of objects.
User avatar
By Richard
#335014
I did some testing a while back using PS with a dual layer image and a PS light rendered across both sides and using the settings at the bottom of the render lighting dialogue to elevate certain channels which produced rather good initial results, I'll see if I can find the tests (which is always the hardest part).

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