Editing Krita - Seamless Texture Creation

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== Removing Soft Shadow Effects ==  
 
== Removing Soft Shadow Effects ==  
  
We now have a fairly good geometric match but, in terms of colors and texture.
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We can see the globally we now have a fairly good geometric match but in terms of colors and texture we still have noticeable seems as well as areas of the image that are much darker than others.  
  
There are also areas of the image that are much darker than others.
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This is usually due to vignetting effect that is either introduced by the camera or post producion effects on the original image. It might also be related to some objects casting shadows on the geometry. If this shadows are soft we can try removing them, if they are hard shadows, removing them will be very difficult.
 
 
This is usually due to the vignetting effect that is either introduced by the camera that shot the photo or by post production effects on the original image. It might also be related to some objects casting shadows on the geometry that were impossible to remove on the original photo. If these shadows are soft we can try to remove them, but if they are hard shadows removing them will be very difficult.
 
  
 
We will try to get rid of these soft shadows or vignetting in a fast way, using pixel information on the original layer:
 
We will try to get rid of these soft shadows or vignetting in a fast way, using pixel information on the original layer:
  
# Make sure that '''Wrap Around Mode''' is Turned '''On'''
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# Make sure that Wrap Around Mode is Turned On
# On the '''Layers Docker''', '''Duplicate the background layer''', by '''Right Click''' on it and choosing '''Duplicate Layer or Mask'''
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# On the Layers Docker Duplicate the background layer by Right Click on it and choosing Duplicate Layer or Mask
# Desaturate the new Layer by clicking on it and going to '''Filter > Adjust > Desaturate'''.
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# Desaturate the new Layer by clicking on it and going to Filter > Adjust > Desaturate.
 
# You can accept the standard desaturation mode but usually it’s better to use the one that gives you higher contrast.
 
# You can accept the standard desaturation mode but usually it’s better to use the one that gives you higher contrast.
  
 
[[File:Krita - Duplicating and Desaturating the Layer.gif]]
 
[[File:Krita - Duplicating and Desaturating the Layer.gif]]
 
        
 
        
The next step will be using the desaturated Layer to remove shadow information to the background image:
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The next step will be used to remove shadow information to the background using this desaturated layer.
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# Make sure the Desaturated Layer is selected and change it’s blending mode to Grain Extract.
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# Do this by clicking to the Layer Blend modes dropdown menu on the top of the Layers Panel. It’s a button that reads Normal, above the opacity slider.
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# You’ll find Grain Extract in the Mix submenu in the bottom of the list.
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# While you’re at it click the box next to Grain Extract to make it a favorite, and readily accessible at the top of the list.
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# You’ll notice that the result will be an image with basic colors and the darkest pixels have been reduced to grey.
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# Now we’ll blur the image by Going to Filter > Blur > Gaussian Blur.
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# Slide the top slider to something about 100.
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# You’ll notice texture detail will start to pop up again. The image will increase texture definition while also getting rid of the shadow fills caused by the soft shadows or vignetting.
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# Fine tune the Opacity slider of this Layer, to have a less intense effect and fine tune it until you feel it’s right. Info.
  
# Make sure the '''Desaturated Layer''' is selected and change it’s blending mode to '''Grain Extract'''.
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The idea here  is to get rid of darker areas and projected shadow artifacts to get the basic colors with no lighting info. The lighting info will be given by your render engine when it renders. Having shaodow on the texture will create noticeable errors on your final image, as the lighting effects on the texture will conflict with the light being produced by the render engine on the surface.
# Do this by clicking to the '''Layer Blend Modes Dropdown Menu''' on the top of the '''Layers Panel'''. It’s a button that reads '''Normal''', above the '''Opacity Slider'''.
 
# You’ll find '''Grain Extract''' in the '''Mix''' submenu in the bottom of the list.
 
# While you’re at it click the '''tick box''' next to '''Grain Extract''' to make it a '''Favourite'''. It will now be readily accessible at the top of the list.
 
# You’ll notice that the result of the Grain Extract blend mode will be an image with basic raw colors, where the darkest pixels have been reduced to grey.
 
# Now we’ll blur the image by going to '''Filter > Blur > Gaussian Blur'''.
 
# Slide any of the sliders to something about '''100'''. You can push for more if shadows are really soft and less if shadows are harder.
 
# You’ll notice texture detail starting to pop up again. The image will increase texture definition while also getting rid of the shadow fills caused by soft shadows or vignetting.
 
# Finally fine tune the '''Opacity slider''' of this Layer. You'll have a less intense effect and you can keep fine tuning opacity until you feel it’s right.
 
  
 
[[File:Krita - Using Grain Extract.gif]]
 
[[File:Krita - Using Grain Extract.gif]]
 
The idea here  is to get rid of darker areas and projected shadow artifacts to get the basic colors with no lighting info. The lighting info will be given by your render engine when it renders. Having shadows on the texture would create noticeable errors on your final image, as the lighting effects that would be present on the texture would conflict with the light being produced by the render engine on the surface.
 
 
This final output, is often called BaseColor or Albedo in render or game engines. Of course this isn't a scientific way of having accurate albedo textures but it's a way to remove shadow information, thus getting the final texture closer to it.
 
 
There are a lot of situations where the desired result is not a more accurate rendering texture, but rather an expressive tiling texture. If that is the case you can skip this process.
 
  
 
== Save a Duplicate of Your File and Merge Layers ==  
 
== Save a Duplicate of Your File and Merge Layers ==  

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