Lets go to learn how to create light rays in Adobe Photoshop. We will use Luce for doing random rays.
This is very simple:
Doing Smoke text
Make the background layer black, and write on another layer (photoshop make it in automatic) your text, on write (image 1). Duplicate and rasterize the layer. And doing luce on back layer (image 2).
Now create a new image, and do it more greater of you original, width equal 2 time original width and height equal 4 time original height, or other, and doing the Render->Clouds, remember: if you use power of 2 for dimension, the result image will be tileable. Resample the image to original dimension (without “Constrain Proportions”), use Levels and curves (In the example I don’t use curve) to adjust the cloud (image 3). Copy this image on a layer between copies of text, and use Blend mode Multiply (and try other ;) ) (image 4).
On site title, I doing the cloud tileable and move it.
User Manual
This image represent the actual interface of luce, now I go to illustrate one by one the options:
Light type
There are 2 type of light: directional and point.
The point light beam its rays from a point and diffuse it radials.
With the directional light the rays is parallel and the light start from a far point.
The physic formula of light is quadric, the light lower with square of distance.
The first luce did not respect this law, and I implement it as option.
Cartesian coordinate
With this text box you can set the direction (it will be change) and the position, express it on percent of image, or on pixel.
Algorithm type
The zero algorithm use a color like black, consider all pixel with your relations with this color.
In this example the gray 50 is black.
The form algorithm consider light all pixel around the light source (if it is points, the border if it is directional).
And all pixel that have a black pixel between him and the light source are consider shadow.
Zero color
The zero color can be define:
Light/Shadow options
The intensity is a scale factor for light/shadow pixel, it will be multiply to pixel value.
The normalize is a simple options, It is used to decide the value to add or to subtract on light calculation.
The concept is: if the gray20 is zero, how is it the white?
The white can be the gray80, because the zero color will be subtract to the original color.
If you want normalize the light color,the white will be white. any color between zero color and white will be scaled to maintain this proportion.
Source options
Add Source: You can decide if you want add the source.
Zero color to black:
When you apply the zero algorithm, the filter use a modified image for the filter, in this image the zero color is black, you can decide if add the original image or this image.
This is very simple:
- Take a black image
- Put a point with Paintbrush, with these set options:
- Diameter: anything
- Hardness: 100%
- Spacing: It is not important
- Mode: Dissolve
- Opacity: 50%
- Run Luce without “Add source”
- Resample it for toggle pixel effect.
Doing Smoke text
Make the background layer black, and write on another layer (photoshop make it in automatic) your text, on write (image 1). Duplicate and rasterize the layer. And doing luce on back layer (image 2).
Now create a new image, and do it more greater of you original, width equal 2 time original width and height equal 4 time original height, or other, and doing the Render->Clouds, remember: if you use power of 2 for dimension, the result image will be tileable. Resample the image to original dimension (without “Constrain Proportions”), use Levels and curves (In the example I don’t use curve) to adjust the cloud (image 3). Copy this image on a layer between copies of text, and use Blend mode Multiply (and try other ;) ) (image 4).
On site title, I doing the cloud tileable and move it.
User Manual
This image represent the actual interface of luce, now I go to illustrate one by one the options:
Light type
There are 2 type of light: directional and point.
The point light beam its rays from a point and diffuse it radials.
With the directional light the rays is parallel and the light start from a far point.
The physic formula of light is quadric, the light lower with square of distance.
The first luce did not respect this law, and I implement it as option.
linear
quadric
Cartesian coordinate
With this text box you can set the direction (it will be change) and the position, express it on percent of image, or on pixel.
Algorithm type
The zero algorithm use a color like black, consider all pixel with your relations with this color.
In this example the gray 50 is black.
The form algorithm consider light all pixel around the light source (if it is points, the border if it is directional).
And all pixel that have a black pixel between him and the light source are consider shadow.
Zero color
The zero color can be define:
- A color, push the colored button, you can decide the color (RGB images only)
- A gray, insert the value directly on text box, scale is 0..255, the black is 0 and the white is 255.
- Picket it, push the eyedropper button, you can click on preview for pick the color on clicked pixel.
Light/Shadow options
The intensity is a scale factor for light/shadow pixel, it will be multiply to pixel value.
The normalize is a simple options, It is used to decide the value to add or to subtract on light calculation.
The concept is: if the gray20 is zero, how is it the white?
The white can be the gray80, because the zero color will be subtract to the original color.
If you want normalize the light color,the white will be white. any color between zero color and white will be scaled to maintain this proportion.
Source options
Add Source: You can decide if you want add the source.
add source
not add source
Zero color to black:
When you apply the zero algorithm, the filter use a modified image for the filter, in this image the zero color is black, you can decide if add the original image or this image.












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