Wrapping a texture around an object
This tutorial proposes a method for giving the illusion that a texture has been wrapped around an object; of course it is not perfect and only works in somecases, I remain open to any suggestions…
Still, I find it gives interesting results ! (see examples on the right of this page)
The trick is simple : create a good grayscale channel, apply the Displace and the Lighting Effects filters, and tweak the result a little bit…
You will need two images : the texture, preferrably tileable, and an object to wrap it around (possibly much smaller than the texture).
Step 1 : Creating the grayscale image
The best way to do this is to get a picture, change its mode to gray scale, clean it up by removing
all unnecessary details, then apply the Gaussian Blur filter to soften the edges (here with a radius of 7 for a 500*500 pixels image).
One thing to take care of : check that the white and black zones are pure white and black, without too much noise.
Also remember that it is possible to add a channel to another by using the Image>Calculations command or the Copy / Paste commands (used here to add one hand after another to the original channel with the face).
When you are done, use the Image>Adjust>Levels command to have whiter and blacker areas, call your channel “Alpha 1” , and copy / paste its contents to a new image. Flatten, save and close that image, it will be used as the displacement map. Also add Alpha 1 to your texture image’s channels – you can do this simply by drag-and-dropping it from one image to another .
Step 2 : Using the filters
The filters are to be used on your texture image, which should have the same size as your grayscale
channel. The first filter to use is the Displace filter found under your Distort submenu, using the following settings : about 20 % both for horizontal and vertical scales, Undefined Areas set to “wrap around” (that is
why it is best to use a tileable texture) ; whether it is set to “stretch to fit” or “tiled” does not matter since both the texture and the displacement maps have the same size. When asked for the displacement map to use, load the one you have created at the end of Step 1.You should only see a slight distortion in your image by now ; with your texture layer still selected, fire up the Lighting Effects filter found under your Render submenu, and use the following settings (but other settings can give great results too): Light Type Omni, Intensity 100, Gloss 100, Material -50, Exposure -80, Ambience 100, “White is High” checked, Height 100, both colors set to white, the circle larger than the image, with its centre at the centre of the image, and as alpha channel, load the one you created in Step 1.
You now have something looking quite good…
Step 3 : Enhancing the Result
There are a number of tricks to make your image look more impressive :
– using the original image as an overlay, with opacity around 50% ;
– duplicating the textured layer , with the top one set to Soft Light and the bottom one slightly scaled up ;
– this method works best with detailed textures, especially ones with horizontal and / or vertical lines ;
– the use of the Displace filter adds more realism than with just the Lighting Effects ;
– take care of the preview window in the Lighting Effects filter , it has a tendency to be misleading ;
– you can vary the effect of the Lighting Effects filter by applying it several times instead of once, and by using the Filter>Fade Lighting Effects command just after applying it. 🙂