I often use a technique...
make ceramic tile texture... make normal map... (from high or just CB or heighmap)
then to give each tile slight normal offset i creat a cloud height map, convert to normal map then select each tile and average the cloud normal giving each tile a slight offset...works really nice with acute lighting...
ATM im making a rather large set of tiles... and i dont fancy selecting each tile and applying an average bluf filter to each...maybe 300+ tile...
so is there a way to blur keeping each of the selection areas seperate and NOT average across them...
ive done a few at the top here to show you what i mean.... and have a saved selection for all the tile surfaces.
cheers you great people you
Replies
got it down to one click and a hot key combo...but its stil RSI work
You're not gonna get that ultra randomness you're getting now ( well it all depends on how many ID colors you have) but still, better than to select a hundred tiles or more and do an average blur?
i did this one by hand...took about ten minutes constant clicking...and while thats not long...its alot of repetition for something that SHOULD be easy.
I think automating that kind of process would require a script. Cant' see how to get around not needing some sort of conditional logic. Have you looked into this?
http://www.adobe.com/devnet/photoshop/scripting.html
If this was baked from geometry can you apply a specific set of colors to the brick and render out flat color masks with 100% self illumination. Then set up some kind of photoshop action that operates on those colors? "Select by color red, blur average, select by color green, blur average".
OR
"select by color, create layer from copy" so they all get separated out to different layers/masks?
That would require some leg work and syncing of colors in the 3d app to photoshop, but if you have to do it to a lot of tiles it could help automate the process and if the specific colors can be applied randomly in the 3d app, then you could run it a few times to get more mixed results and mix and match from what seems to work the best.
Even if its not caputured from high poly geomerty you could still select and create specific color groups, I guess...
The problem with that is that you need to individually click each selection and average blur. If you select more than one tile, they all get the same average blur.
Sorry I couldn't be of more help here, but don't think you'll get a very proper normal map out of it, without doing a shitload of work.
Alternatively, if you have a diffuse for it. You could try spiking the levels and see if you get a reasonably good enough 'select colour' mask out of it.
Cheers
But you 3p types are machines and the rest of us are but mere mortals ;________;
you can achieve this by using photoshop's 'lens blur' instead of 'average'. select the different regions you want, then set a HUGE value in the lens blur 'radius' setting, and apply. and if your selection is bigger than the radius available with lens blur, apply the lens blur a few times.