What?! Diffusion isn't colour??!!
Yes, I too was shocked when I
discovered that diffusion is not actually colour,
as many other software packages I'd used before
had led me to believe.
But. but. if it's not colour,
then what is it??
Well, it has got something to
do with colour, but it is not the actual colour
itself. In reality, diffusion is actually the
extremely essential attribute of an object's
surface that scatters light - so basically it's
the surface attribute that determines how much
light is reflected, as well as absorbed, by the
surface - it determines how much of the
surface's colour we can see. And you
certainly don't need a degree in physics to understand
that our eyes are able to see things purely because
of light reflecting off everything in the world
around us. Simply put, those rays enter our beady
little eyeballs and the information is processed
in our brains, and we see things. Which is why
we can't see too well in the dark - there is
very little light bouncing around. And what little
we can see, is kind of fuzzy, due to the poor
quality of what little light there is available.
To drift slightly from the subject
at hand, I'd just like to state here why global
illumination (usually just referred to as GI)
is so important. Now, for those of you that don't
know much about global illumination and radiosity
- here is a complicated explanation: Radiosity,
technically, is defined as the amount of radiation
leaving a surface per unit time per unit area.
Which, basically, to us mere animators, means
that radiosity is the effect of light bouncing
around - in other words, it is the indirect light
that is distributed between all the objects in
any environment.
To illustrate this an easy example
would be to set up a scene of a plain, empty
room with a table in it and a light (lets say,
for instance, a point/omni light) above the table.
Now, without radiosity, if you were to render
this scene, the underside of the table would
be pitch dark. Now, in real life, this is not
so. Set up a table in an empty room and hang
a bare lightbulb above the table. You don't even
actually have to do this to know that you would
definitely be able to see under the table. Why
is that?
Well, that's because the light
from the bulb would bounce off the walls, onto
the floor, and then bounce back up off the floor
and illuminate the underside of the table. Actually,
it's interesting to note here that the majority
of light around you actually comes from indirect
light, and not the source itself.
Radiosity is perhaps the most
critical element of photorealistic rendering,
as it gives an ambient radiance to your scene
without making it look flat. And because it is
a real world effect, it's essential to include
it in your rendering.
Up until very recently, most animators
had to fake radiosity with complicated lighting
setups consisting of anything up to 100 to 200
carefully placed point (omni) lights in a scene,
usually set up similar to a concert lighting
rig, in a cone like shape. Obviously this isn't
a great solution though, as we all know that
too many omni lights can sometimes make things
look a little flat. The same thing happens, but
to an even worse degree, by using the ambient
lighting option that is included in most software.
If you want to do your light setup properly -
DON'T USE THE AMBIENT LIGHT. Switch it off completely.
In most programs, ambient lighting is on as a
default, so find out where yours is and SWITCH
IT OFF!! To switch it off, go to your Global
Illumination panel and adjust the Ambient Intensity
setting.
I'm mentioning this because without
radiosity, diffused surfaces will not work properly.
Instead, they will just appear too dark. But
back to the actual subject at hand.
So where were we? Oh yes, I was
explaining that diffusion determines how much
of a surfaces colour we can see, because it controls
how much light is reflected off the surface and
how much is absorbed. And although this may sound
similar to specularity or reflection - let me
quickly just clarify the difference between these
- as I said, diffusion controls how the light's
rays leave the surface, whereas specularity
and reflection control how much the surface reflects
the actual light source itself. It would
be safe to say, that diffusion, in practice,
is simply the opposite of specularity and reflection,
in much the same way that opacity is the opposite
of transparency. Diffusion refers to the scattering
of light, whereas specularity is to do with its
reflection.
So, in essence. by diffusing an
object, you control the amount of colour that
is reflected back off the surface by the light.
This is completely different to simply darkening
the surface of the object itself. If you were
to darken the actual image used as a colour map,
you would see only see a change in colour, but
not colour depth.
Colour depth is created by scattering
light across an object's surface. Take a look
at human skin and you'll notice that it has a
density. The colour isn't a simple continuous
shade but rather many similar shades, created
by scattered light. This quality cannot be made
by a colour map alone, as a colour map cannot
give a surface the richness that a diffuse map
can. Of course, we have to bear in mind at this
point that obviously translucency is another
critical attribute with regards to scattered
light, as it determines how the light passes
through a surface and, together with sub-surface
scattering, is scattered around inside the
surface. But I'll be discussing translucency
in depth in a later chapter.
Diffusion can also be used with
lighting itself. Those of you who have spent
any time on film sets or in photography studios
will know that it is necessary to put milky,
semi-opaque plastic sheets in front of the lights.
These are basically diffusion screens. They change
the quality of the light, so as to prevent glare
on the subjects they are lighting. This is pretty
much what we are doing when we diffuse objects.
We are preventing over-saturation of the colour
of their surfaces.
Right, so now that we understand
what diffusion is, how exactly do we use it?
Putting Diffusion Into Practice
How do you make a diffusion map?
Well, for starters, as with most other image
maps, a diffusion map's effect is created using
varying shades of grey. And, keeping in mind
that when working with grey scale images for
surface attributes - where white always represents
a positive value of the attribute, while black
represents no effect at all - the lighter the
shade of grey, the more diffused the surface
becomes. And obviously, the more diffused the
surface is, the more light is reflected off it,
carrying colour information into our eyes, and
the more colour we will see.
Knowing this, you are now faced
with the tricky task of determining the diffusion
amount for a surface. As a general rule, absolutely
nothing has a diffuse value of 100%. In fact,
most things have a diffusion amount of 80% and
lower.
Because nothing has a diffusion
of 100%, leaving it at that amount will result
in your surfaces interacting unrealistically
with the light. This will basically result in
your objects looking over-saturated, because
the actual colour of your object becomes over-saturated
by the light. Obviously, without light, diffusion
doesn't actually make a difference, but the moment
you put any light into your scene to illuminate
your object, that light is going to hit your
objects surface, and, depending on how shiny
you've made the surface, it's going to create
a hotspot of light. Now, if the object has 100%
diffusion, that hotspot is going to multiply
the colour of the surface, as well as adding
it's own colour to the surface. This is obviously
going to result in an unsightly over-saturated
spot.
Take a look at Figures A and B. Figure
A has a diffusion of 65%, whereas Figure
B has 100% diffusion. Notice how over-saturated
that light spot is on the second sphere. Yuck.

Figure A - this surface has been properly
diffused, as opposed to
Figure B, which has 100% diffusion.
Okay, so how do we make the diffuse
map to go with our surface? Well, here is something
to consider - a good general rule is that the more
reflective the surface is, the lower its diffuse
amount. Why is this? Because the more
reflective an object is, the less colour it has
of its own - the "colours" you see in it are
merely reflections of it's surroundings. And
the more they reflect of their environment, the
less colour they have of their own. Metals, for
example, generally have lower diffusion amounts,
as they are usually quite reflective, whereas
bark on a tree would have a higher diffusion
(unless it's wet, in which case, it appears more
reflective, and therefore would have a lower
diffusion), as it possesses more colour of it's
own.
Remember, the diffuse amount controls
how much of the colour is seen, so if the surface
doesn't have much colour of it's own, it obviously
doesn't scatter light.
Tip: Bearing this in
mind, it therefore makes sense that when making
an object that reflects 100% (like a mirror),
you would make the base colour of it black
(in other words, it has no colour). And because
it has absolutely no colour, it's diffusion
amount would also be zero.
Consider the example below - in
the first image, the chrome cow has 100% diffusion
and 100% reflection, resulting in a very milky
(excuse the pun) look. However, in the second
image, the diffusion has been taken to 0%, and
what you get is a much cooler chrome look.

Another thing to bear in mind
is the topography of the surface. Any cracks,
in the actual geometry of object, are going to
have a slightly lower diffusion, as light gets
trapped in cracks, causing less of the surfaces
own colour to show through (in other words, because
the light gets trapped there, it doesn't bounce
back into our eyes, carrying that colour information
which would allow us to see that colour). This
obviously means that a diffuse map has to be
carefully made, as it has to include these sorts
of details. Simply giving a surface a global
value is not going to suffice. Remember then,
that when making the diffuse map, you must keep
in mind what the bump map is going to look like
as well, as this will affect the diffusion, but
obviously to a lesser extent that any cracks,
holes, etc in the object's geometry itself.
Of course, the actual colours
on the surface itself do subtly affect the diffusion.
A quick science lesson - different colours have
different wavelengths. Depending on the length
of the wavelength, depends on how much that colour
is scattered. For instance, blue has the shortest
wavelength, and is therefore scattered the most
- which is why the sky appears blue. And because
diffusion deals with scattering of light, this
is something to bear in mind. Basically, you
can start off by de-saturating your colour map
to grey values.
Now, remember how I explained
earlier how it is that areas which are shinier
and more reflective have lower diffusion values?
Well, it would therefore stand to reason that
the information from your specularity/reflection
maps is important to include in the diffuse map.
You can do this by inverting your specular map
(thereby converting the areas that were shinier
and therefore lighter grey in the specularity
map to the opposite - darker shades of grey and
therefore less diffused) and adding it to your
desaturated colour map. Blending these two together
makes a great base for your diffuse map. However,
the information of the colour map is more important
than that of the spec map (I'll explain why later),
so make sure that you lower the transparency
of the spec map before blending the two together,
that way ensuring that the desaturated colour
values remain predominant.
But wait a minute!
If you think logically, carrying
on with this process in this fashion will lead
to a certain problem.
Guessed what it is yet? Okay,
this is a tricky one to fully explain.
Proceed
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