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'averaging out' the colour of a texture?

Started by February 26, 2013 02:02 PM
13 comments, last by DavidWolfire 11 years, 9 months ago

What software are you using? I'm using Photoshop, but I think GIMP would be the same. Manipulating the values will still you give you obvious differences of color when tiled, since the dark spots also have a different hue (as well as brightness value) from the other parts of the image.

-Mark the Artist

Digital Art and Technical Design
Developer Journal

Thanks Prinz Eugn - that's exactly what I was looking for. I did try it myself, but I couldn't get anything reasonable. I converted it to graysale in GIMP and then messed around with the curves and levels for a bit - I couldn't get an even colour. Would you mind telling me what tools you used? Thanks!

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What software are you using? I'm using Photoshop, but I think GIMP would be the same. Manipulating the values will still you give you obvious differences of color when tiled, since the dark spots also have a different hue (as well as brightness value) from the other parts of the image.

I'm using GIMP in this case, because Photoshop Elements 8 doesn't have a curves editor unfortunately. It's one of the few reasons I bother to even install GIMP.

When the curve editor is open, I use the color sampler / needle tool to click on the dark spot in the image, and that shows me where it is on the curve. Then I just move that point up or down until I even everything out.

There are many ways to go about this.

In the interest of more options (using photoshop):

Put the image on the base layer.

Duplicate it and blur it heavily.

Set the blurred copy to the colour blend mode.

hBV5YSj.png


Put the image on the base layer.

Duplicate it and use the high-pass filter. Increase the radius until all the detail you want to capture is visible, but not the large splotches of colour.

Set the blend mode to of this new layer to 'overlay'.

Duplicate this overlay layer. Invert the original (lower) one.

Add a "Levels" adjustment layer in between the two overlay layers. Move the darks/lights/midtones around until you get the balance that you're after.

ppKoPQZ.png

Yeah, high-pass filter does exactly what OP is looking for -- preserving high frequency details while removing low-frequency color variations. Here is how it looks if you combine the high-pass details with the average color of the original texture:

waterhighpass.png

Tiled four times:

waterhighpasstiled.png

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