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textures:perfect_detail_maps [2006-04-02 12:06] Carsten fixed some typos, review |
textures:perfect_detail_maps [2013-01-07 12:07] (current) |
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====== Making "perfect" Detail-Maps ====== | ====== Making "perfect" Detail-Maps ====== | ||
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===== The Problem ===== | ===== The Problem ===== | ||
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Therefore, the recommended strategy is to start with a really big amount of blurring, and only reduce it if that amount was not sufficient to remove the most significant non-balancedness of the original detail-map. | Therefore, the recommended strategy is to start with a really big amount of blurring, and only reduce it if that amount was not sufficient to remove the most significant non-balancedness of the original detail-map. | ||
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+ | ===== High-Pass Filters in PhotoShop ===== | ||
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+ | After I had completed this article, Kai sent me a link to this Gamasutra site: http://www.gamasutra.com/features/20010523/hajba_01.htm | ||
+ | It deals with the same problem and is a lot more detailed than this text -- definitively a recommended read! | ||
+ | As the solution, High-Pass Filters are presented which achieve exactly the same results and which are -- contrary to my above statements -- well built into PhotoShop and possibly other paint programs, too. So if you're a dedicated user of your favourite paint program, you'll probably want to give the built-in high-pass filter a try before trying my home-grown solution. ;-) |