Before
we start painting the specular map,
I'm going to briefly explain what specularity
is. Basically in real life every highlight
in an object is actually a reflection
of a light source and specularity is
a way to fake those reflections by placing
a highlight in the position that the
giving object would be reflecting the
virtual light.
So
why is it important to make specular
maps? In real life no object reflects
light evenly throughout its surface,
you could easily just adjust the specular
level for a material but chances are
that it will end up looking too clean
or some of the details looking flat,
weathering and damage causes certain
areas to reflect more than others, for
example wet objects would reflect more
than dry objects and like the damage
in our leaves will have less specular
reflections than other more stable areas
on the leaf. Also when objects come
in contact with others or are touched
by man are also left marks on its surface,
an area with a finger print will reflect
a different amount than a cleaner area
and not as much light would exit an
area with a scratch since light tends
to get trapped in cracks and holes in
an object and therefore our scratches
will have a lower specular reflection
value as well. Just like the bump map
in a specular map dark color tones have
a negative influence therefore causing
the specularity to have a lower specular
reflection value in those areas and
lighter areas have a positive influence
witch will make those areas have a higher
specular reflection value.
Were
ready to start our specular map, make
a new set and call it specular map.
Change the background color to a value
of RGB:135 and the foreground color
to RGB:85, control click on the bump
base layer to get a selection of the
leaf, create a new layer in the specular
map set, rename that layer to specular
level, with the current selection apply
a cloud filter (filter>render>clouds),
this will make some areas more reflective
than others from the start.
Now
what we want to do is duplicate pattern
detail bump layer from the bump map
set, rename it to pattern detail specular,
move it to the specular set and place
it above the specular level layer, what
we want in this case is to make these
areas have a slightly higher reflection
value than the rest of the leaf, open
the hue/saturation and change the lightness
value to -25 and apply.
Now
copy the brown damage bump layer from
the bump map set and rename it to brown
damage specular, move it to the specular
map set and place it above the others,
open the hue/saturation and change the
lightness to -100.
Unlike
on the bump map, we are going to use
the red damage for the specular map
this time, like I mentioned before,
we don't need to bump the red damage
down or up but we do need it to have
a slightly lower specular reflection
value as the rest of the object because
like the brown damage it also does not
reflect as much as other healthier areas
of the leaf. So copy the red damage
layer from the diffuse color set and
rename it to red damage specular, move
it to the specular map set and place
it below the brown damage layer, open
hue/saturation and change the saturation
value to -100 to remove the color from
it and change the lightness value to
-20.
Duplicate
the leaf pattern bump and rename it
to leaf pattern specular, place it in
the specular map set and move it above
all the other layers, open hue/saturation
and give it a lightness of -35, now
give it a Gaussian blur amount of 3
in order to get a smoother transition.
Duplicate
the center root bump map and rename
it to center root specular, move it
to the specular set and place it above
all the other layers, open hue/saturation
and change the lightness value to -75,
do the same for the scratches layer
in the bump set.
Create
a new layer above all the rest and rename
this layer to specular damage, in this
layer were going to create scratches
similar to the bump scratches but lighter,
this serves for two reasons, the first
reason why we do this is because those
specific scratches and damages would
not be pronounced enough in order to
make a difference on how the surface
is distorted therefore wont be used
for bump mapping but they are pronounced
enough to change the amount of light
that is reflected by the surface. Second
reason is as we already know, bump mapping
does not distort the surface but it
changes light information in order to
make it appear bumped up or down and
sometimes its best to make subtle changes
to the lighting with specularity only
without having to add more lighting
information to that area with bump mapping.
Like with the bump scratches give the
foreground color a value of RGB:25 change
the brush size to 20, in the brush tab
increase the scattering to about 400
and in the dual brushes pick number
112, now begin painting these scratches
all throughout the surface, like before
after you finish making some of the
scratches change the dual brush to number
40 to add a different type of damage
to it, after that apply a Gaussian blur
with a value of 1.
For
the final step of the specular map I
add finger prints to it by using custom
fingerprint brushes, you can download
two fingerprint images in the main page
of this tutorial, then convert these
to brush patterns to be used in this
step. You may ask yourself, why does
it have fingerprints if it's a leaf
that would be up in a tree? This leaf
hasn't, I touched it therefore it has
fingerprints and it will also serve
as a good exercise because it adds a
level of realism to your objects and
most of the objects we make in cg would
be objects that have indeed come in
contact by man. Create a new layer below
the specular scratches layer and name
it fingerprints dry, change the foreground
color to black, change the flow to 100
percent and opacity ranging from 25-75
percent, give each finger print slightly
different opacity and size values as
well, than you can lasso select a finger
print and rotate it if necessary, after
you finished painting the fingerprints
apply a Gaussian blur to it as well,
give it a value of 1 also.
Above
the fingerprints dry layer create a
new layer and call it fingerprints wet,
this finger prints will do the opposite
of what the drier fingerprint does,
instead of decreasing the reflections
it will increase them since areas that
are wet or have more moisture normally
have a higher reflection value, this
is what would happen if the leaf was
touched by a sweaty or wet hand, use
the same method you used for the dry
fingerprints but change the foreground
color to an RGB:225.
With
that we are finished with the specular
map, here is a screen of the finished
specular map.
3DTotal
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Here's
a render of the leaf with the added
specular map, now things are really
starting to take shape, our leaf is
starting too look a lot less like plastic
and more organic, its now also more
apparent that the leaf has been indeed
affected by the world around it, just
like we intended our reflections are
more broken up and certain parts of
our leaf reflect at a lesser amount
therefore making those details stand
out more from the rest of the surface..