First
of all what diffusion? Diffusion is
a property witch controls how much light
is reflected back to the camera and
how much of that light is absorbed by
that object, it basically controls how
much of the surface's color wee can
see but not to get confused with specular
reflections witch are very different,
specular reflections control how much
an object reflects a "light source",
unlike diffusion witch controls the
reflection of a surface's "color".
In real life the more reflective an
object is the less the diffuse or the
less color is reflected of its own,
a very reflective object would not show
much color simply because the color
you see are reflections of other objects
surrounding it. For example a chrome
metal surface has a very high reflection
value of about 85% with would make the
diffuse value very low 15%, witch would
result in a very dark color because
its reflective very little color of
its own and a object such as the bark
of a tree is not very reflective witch
results in a high diffuse level. Even
if an object has the most vibrant colors
once you make that object say 60 percent
reflective then the less amount of those
colors were going to see, what we will
see are mostly that object's surroundings.
Another example would be a mirror, its
100% percent reflective therefore the
diffusion value would be set to 0, because
a mirror does not show any color of
it's own.
Why
use a diffusion map? If you don't use
diffusion chances are that when you
place that given object in a scene that
it will look over lit or over saturated
in areas that come in direct contact
with light or areas were the specular
reflections are more noticeable, other
areas often become desaturated or lacking
in color, this is partially because
that object is showing 100 percent of
its diffuse + the specular amount lets
say 40 now you can say the object has
a value of 140 because that object is
reflecting all of its own color and
its reflecting at 40 percent witch will
produce an unrealistic interaction with
light, the highlights on that object
will look brighter than wee need and
its true colors are not going to show
up properly, that could be solved if
that object was 60 percent diffuse.
This is a guideline you can use to get
about the right amount of diffusion
in your surface but having a slightly
off balance diffusion value is not wrong
if it looks better at the end. Diffusion
isn't used mainly to keep a balance
with specularity it is also used to
maintain color information in our color
maps more in tact or true to there color
even with harsher lighting setups by
using similar color value information
in the color map to the diffusion map
to make sure light's don't change the
original color tones much because as
we know diffusion controls the amount
of color that is reflected by our objects
and therefore making darker areas in
the color map also darker in the diffuse
map would result in a black color that
not only is black but absorbs light
as a true black color would thus creating
a more vivid color and adding depth
to the colors, its called color depth
because not only will you see the color
changes but the colors will absorb and
reflect virtual light accordingly, what
you would normally do in a diffusion
map is start of with a gray version
of the color map and combine it with
the specular map or at times like in
this case were going to use an inverted
version of our specular map with minor
modifications for our diffusion map.
But
why not use information for the color
map into the diffusion map in this case?
We don't want the leaf to keep all of
its colors!, because a leaf is very
thin therefore lighting changes its
color dramatically, if you put a red
light behind a leaf what's going to
happen is that the whole leaf is going
be red, here's a little look at the
future the first leaf is using a diffusion
map that uses information from the color
map thus maintaining its colors under
several circumstances:
As
you can see it looks fake because diffusion
is not allowing the colors to change
but this is good in other object but
not in this case because like I said
a leaf is so thin that lighting and
other information such as translucency
and luminosity maps would change it
dramatically witch a diffusion map that
uses color value information from our
color map does not allow. On the other
hand here's a leaf with a more subtle
diffusion map, the diffusion map does
indeed allow light, translucency and
luminosity maps to change it accordingly
for the leaf effect that were looking
for, but like I said, keeping its colors
may be a good thing for other objects
but its better too keep it subtle for
thin translucent objects such as a leaf.
Here's the leaf with a more subtle diffusion
map.
For
the reasons that I just mentioned were
going to simply invert the specular
map and make some adjustments, therefore
the diffusion map will be the quickest
one to create.
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Make
sure your specular map is showing and
the bump and color maps are hidden,
hide the brown damage layer in the specular
set for now, control click on the specular
level layer to select the leaf, press
shift+ctrl+c to execute the copy merged
command, create a new set and rename
it to diffusion map, make a new layer
inside the diffusion set and rename
it to diffusion now paste the specular
map into this layer, now wee need to
add the brown damage layer we hidden
earlier so make a duplicate of it and
move it to the diffusion set above the
diffusion layer, merge it down to make
a single diffusion map. We added the
damage layer after because we want to
keep the areas that were painted outside
the selection.
With
our diffusion map in tact invert the
colors of that image, right off the
bat this image would not look that good
as our diffusion map because the diffusion
effect is going to look to exaggerated,
like the dry fingerprints would have
a brighter color tone than the areas
around it, we want to keep this effect
but we want to make it more subtle so
we need to make the diffusion map more
of the same color or to wash it out
a little, go to image>adjustments>curves,
click on the left point and change the
output to 45 and give the right point
an output value of 215 and apply. Now
this image would defiantly create a
more subtle diffusion effect, here is
a screen of the diffusion map.
Here's
a render with the diffusion map applied,
its not an extreme difference, in this
case diffusion made a subtle but yet
essential difference on our surface
by bringing out some of its color and
details such as the scratches and by
making specular reflections look more
subtle.