Add a Brushed Metal texture to a < FullRange image
Posted: August 21st, 2019, 6:32 pm
Ref: (1) Marpel's Post: viewtopic.php?f=11&t=2155&sid=0104be5f3 ... 6090#p8692
1) Open the Texture image and the image to which it is to be applied, Img 1
2) Fit and Scale the Texture image to Img 1 with a Composite-Blend at a 100% Amount Overlay and 4-point Alignment
3) 100% Amount Composite-Hard Light the Texture image with Img 1
4) Adjust for preference opacity: Composite-Blend the resuting 3) image with Img 1
This workflow is suitable for Textures that have a normalized gray histogram distribution above and below a 50% percent tone.
The Luminance channel histogram is used for analysis because Composite-Hard Light or Composite-Soft Light blends occur in the RGB color space.
Tile/Crop and Resize could be used for/in combination with the Step 2) Composite-Blend as the suggested 4-point Alignment may produce too coarse of a Texture.
The Step 2) Texture image could also have a Tint applied if preference.
Composite-Soft Light could be used in Step 3), possibly making the Step 4) opacity Composite-Blend unnecessary.
Step 1 illustration: Img 1 and Texture image; Img 1 Luminance histogram ...
Step 2 illustration: Texture image fit to Img 1; Texture image Luminance histogram ...
Original Post 1 of 2 -- continued in Post 2
Adding a Brushed Metal texture to a less than Full Range image......As I am, still, unfamiliar with this transformation [Add Texture], I am wondering if there are any suggestions to mitigate the clipping without losing so much of the texture effect...
1) Open the Texture image and the image to which it is to be applied, Img 1
2) Fit and Scale the Texture image to Img 1 with a Composite-Blend at a 100% Amount Overlay and 4-point Alignment
3) 100% Amount Composite-Hard Light the Texture image with Img 1
4) Adjust for preference opacity: Composite-Blend the resuting 3) image with Img 1
This workflow is suitable for Textures that have a normalized gray histogram distribution above and below a 50% percent tone.
The Luminance channel histogram is used for analysis because Composite-Hard Light or Composite-Soft Light blends occur in the RGB color space.
Tile/Crop and Resize could be used for/in combination with the Step 2) Composite-Blend as the suggested 4-point Alignment may produce too coarse of a Texture.
The Step 2) Texture image could also have a Tint applied if preference.
Composite-Soft Light could be used in Step 3), possibly making the Step 4) opacity Composite-Blend unnecessary.
Step 1 illustration: Img 1 and Texture image; Img 1 Luminance histogram ...
Step 2 illustration: Texture image fit to Img 1; Texture image Luminance histogram ...
Original Post 1 of 2 -- continued in Post 2