Now we'll randomized the surface a bit further by adding some noise. Use Filter->Noise->Add Noise. The settings shown to the right generally work quite well. This will yield the look below. |
The
next step will be to create a displacement map that will let us create a
rough surface texture. This will give the look of an uneven surface and
rough edges one expects to see in rock. In Photoshop, displacement maps
are expressed as Alpha Channels. The white areas represent raised areas
in the image and the black areas represent depressions in the surface.
Since a rock surface has a random roughness to it, we'll render clouds
again to simulate the random nature.
First, click on the Channels tab and create a new alpha channel by clicking the new channel icon .
The new channel will automatically be filled with black. Double click
the channel name and change it to "Displace Map" so we can keep track of
it. Your channel palette should like the one to the right. Now pick
Filter->Render->Difference Clouds. This will give you an image
similar to this:
|
This is where things get fun. We're going to work on Layer 1 now, so click that layer to make it active. We will apply the displacement map to the image by using a lighting effect. Select Filter->Render->Lighting Effects. Below are the options I used. Try these to get started. Once you get the hang of how it works, feel free to vary the settings to get the lighting the way you want.
You can now see how the displacement map works.
Looking at the alpha channel we created in Step 4, the dark areas cause
depressions in the rock and light areas cause ridges. The lighting
effect uses this map to figure out where the shadows will fall.
If you like what you have already, you can stop here. I'm going to go
on a bit further and show how to add a highlight to the surface that
gives something of a wet look. It just makes it a little more shiny
looking.To begin, click on the Highlights layer we created back in Step 5. Click on the eye icon to make the layer visible. Select Filter->Render->Lighting Effect again. Use the same settings as in Step 6 except increase the Gloss value to about -50. This yields a much more shiny version of the surface as shown below. We'll tone it down in the next step.
The layer mask you just created should be highlighted
(has a border around it as shown above). If it's not, just click in the
white area of the mask icon to select it. Selecting it tells Photoshop
we plan to draw in the mask as opposed to the image in the layer. Now
choose Filter->Render->Difference Clouds to once again to give us a
random pattern in the mask. Hit cmd-F (control-F on Windows) three
times to reapply the filter further. This gives a nice random cloudy
pattern in the mask. Where ever the mask is black, it causes the pixels
in the Highlights layer to become transparent. Shades of gray going
towards white cause the pixels to become less and less transparent. The
end effect is that this allows just random portions of the highlight
layer to show through. This nicely tones down the gloss since the layer
mask only lets it show through here and there, and gives us something
that looks very nice; not too dry looking and not too wet. It's uncanny
how quickly we can create a photorealistic rock texture in Photoshop.
Here's the final result:
Hope you enjoy
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Reference: photoshopessentials
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