Photoshop :: Sphere With Halos?
Nov 23, 2007paint circles, align them into a square and spherize?
View 2 Repliespaint circles, align them into a square and spherize?
View 2 RepliesI'm working on a portait where I want to give it a more shallow DOF (depth of field) than originally shot. In other words: I want to turn the background blurry while the foreground and subject should be sharp. I decided to use the Lens blur filter (Filter-Blur-Lens blur) for this.
Basically I just duplicated the image to a new layer, turned that layer into a smart object, added lens blur to it, then used a gradient filter on the mask in order to make the blur fade away in the front (just like a camera lens wide open would). Finally I used a brush to carefully remove (mask) the blur from the subject, revealing the (unblurred original image) bottom layer.
The problem is that the blurred layer also introduces a "halo" around things which isn't very attractive (see screenshots below). Is there a way to make the background blurry without adding halos? I've tried Gaussian blur as well but the same problem was there. I'm using Photoshop CS4 on a Mac.
Original image
Duplicated layer blurred (lens blur) -notice dark "halo" above hair
Masked to reveal sharp (original) layer for subject. The halo is of course still there. Not very flattering
I am trying to bring back the sky in these photos without altering the bride in the foreground, or anything other objects, aside from the sky. Admittedly I didn't expose for the sky and the stop difference between the foreground and background is quite drastic. There are three pictures. First to show what the overall picture is and what we're dealing with (I've already "locally adjusted" the majority of the sky with method 2 below). Second picture is to show you a sample of the artifacts and fringing. The third picture shows a sample of the halo situation.
I have tried two things:
1) Gradient Filter - As most of you are already saying in your head, it is not appropiate in this scenario as it messes too much with the foreground (the bride intersects over some of the sky, so it would be neccessary to to drag it down over her), to the point where the drop in exposure is too intense to bring her back. So that doesn't work.
2) Local Adjustment Brush - Tried everything with this thing, from auto mask on and off for both the painting and erasing afterwords, different feathering, no feathering, different brush sizes, etc. Nothing I have tried leaves me with a satisfactory final product, that is to say, no ringing artifacts, fringing or halos around the boarder of the bride where she meets with the sky. I am completely lost with what I should do! There is very little information available in other forum posts, and most of the information available is basic at best with suggestions like: "Turn on/off the auto-mask". This is becoming a growing irritation as I have this photograph and another one where I screwed up on my exposure and just burried the sky.
When sharpening images, I find it leaves halos around the image edges. How can avoid this effect when sharpening an image?
View 5 Replies View RelatedHere is a still from what will be a trade show video. The problem is that the longitudinal lines are a bit wobbly, especially near the poles, for instance in the top right quadrant, between the orange and yellow earplugs. [URL]..........
I created a new 3D object with the preset sphere from a layer that is a grid of my client's products. As the sphere rotates, the black edges of the grid straighten out as they come around to the front, and then get wobbly again as they approach the edge of the sphere. At first, I made the black part of the grid from a bitmap mask (which had caused a problem in an earlier 3D file) but no, same problem when I made the grid from a vector mask.
Pretty sure it is not a hardware issue as I have gone thru all the optimization steps for using the Mercury Graphics Engine on my quad-core iMac 27" with a supported video card, and the latest version of OSX.
I'm trying to make a marble ball that looks wet, thus a reflection. I can pretty much get the ball (albeit not extremely realistic) and some what of a reflection idea going on after looking at some reflection tuts, but the reflection just doesn't seem to wrap right or something, it just seems...unnatural.
View 14 Replies View RelatedIs it possible to make the above in PS, then possible animate via IR to spin on on axis, also how hard would it be to put rings around the sphere (like Jupiter(?)
View 2 Replies View RelatedI believe I found this in CS2, but now I can not find it in CS3. Wasn't there a sphere tool that allowed you to wrap a bitmap image on a spherical or cylindrical curve, like a soda can or sports helmet?
MAC OSX | CS3
I have been following a tutorial on a wireframe sphere and all was going well until I was told to go to: "Filter > Distort > Sphereize"
I am using Photoshop 6 and this filter isn't included in my menu.
Doe's anyone out there know of anywhere that I can download this filter from as Its an important part of the project I am working on.
I'm trying to find a quick way to realistically wrap text onto the surface of this sphere, and initial experiments in CS2 with the Arc warp and some perspective finangling have proved below expectations.
View 9 Replies View Relatedplacing text on a sphere. I've seperated a golf ball from a different picture and would like to place text on it, any ideas on making it look as if it was there when the picture was taken?
View 1 Replies View Relatedhow I can create a similar looking image, I want to learn to make my spheres into perfect circles and I want to learn how they do the effect at the top center to gather all the words tightly at the tip.
View 1 Replies View RelatedI want to put text on a Christmas ornament. How can I make it look like it's actually printed on the 3-d sphere? I've tried warp text, but that doesn't look right either. Is there a way to do it? Is there some sort of text path tool and then I can apply warp?
I'm using CS2.
How should i do to fix them?
View 5 Replies View RelatedI've mapped a grid onto a sphere. The latitude lines look fine. But the vertical longitude lines come out wiggly!
I've tried different sizes of the grid graphic. I've tried rendering preference quality and rendering the file.
I'm attempting to create a sphere by using the "mesh preset" under the "new mesh from layer" menu item. When I do this, the sphere appears jagged or faceted -- even after rendering. If, however, I make the same sphere using "depth map to", it is smooth. I do not have this issue in CS5.
View 7 Replies View RelatedI did it on the apple logo coverings. So make images on the sphere. Of course, I did it "Ctrl + T > Warp" Do not automatically lead? So simple action? URL...
View 1 Replies View RelatedI've been a faithful photoshop user for quite some time now, but today I got wickedly impressed by this tiny software that features this awesome specular highlighting technique that photoshop does not do by default.This software is called "Art Text 2"H! I had prepared some image links but cause I'm so new I can't put them.[URL]...
As you can see, the bevel reflection is created using the specular information of the "sphere map". Furthermore the program allows you to change the sphere map highlights interactively, and even choose your own image sphere maps. This is just amazing, isn't it? Creating realistic metal text or things is just super easy with this. I think everyone of us has had problems doing realistic metal effects on photoshop, am I wrong?
In Photoshop you have the "bevel and emboss" style feature, and it works pretty well, but it isn't made for say: reflecting a window on the beveled text.Sphere maps are commonly used in gaming to simulate realistic reflection of 3d objects, and I can think of a million ways of using this technique on 2d. way of simulating this sphere map reflection on layers on Photoshop?
In the attached Inventor 2013 ipt, I am trying to use the extrude / cut command to lop off the top of the sphere and I am not having any success.
View 1 Replies View RelatedWe no longer have Reactor Softbody, so if I wanted a sphere to be dropped on to a table how do I get it to squash and deform as it hits the table (other than doing it manually with a FFD etc)
MassFX would do the basics of that but I can't see how it could deform the mesh?
What is the proper way to apply the symmetry modifier to a sphere ? I created this custom android bot. After I create a sphere with hemisphere I create the eye and split the sphere in two then zero it out on the grid. Then I apply the modifier. When I do that it does not project the other half of the sphere even when it's on flip and x axis. The mirror part is kind of on the back side of the sphere. What happens is I have to rotate the mirror part to line it up and up the thresh hold a lot to get the back side to connect.
View 1 Replies View RelatedI am getting a weird shading artifact in my viewports when I create primitives with curved surfaces, such as a sphere or a torus. It doesn't show up when making boxes.Here is a picture showing what I mean.
All I have done is clicked and dragged to create a sphere primitive. I have then moved it to different positions on the viewport to show how the artifact changes when its position is changed.
This happens in all viewports, in both "Shaded" and "Realistic" settings.
I am using Autocad 2010. I need to draw curved lines on the surface of a sphere, but how to achieve this? I need to sweep a profile across the surface of the sphere.
View 9 Replies View RelatedSo I'm a novice at making 3D objects in Illustrator. I'm attempting to make a cut sphere in Illustrator. I'm not sure if what I want to achieve is best done through pen tool and gradients or 3D revolve. Here are some screenshots of my attemps thus far:
This one is with the pen tool:
This is as far as I got with the 3D Revolve:
I'm trying to have a sphere within a sphere, with the outer sphere being cut revealing some of the inner sphere. The outer sphere will have a lower opacity.
I'm having a challeng with creating the look I want using 3D Revolve. The sphere is part of a logo, and needs to essentially match the color of part of the logo, but I also want it to have a smooth 3D quality. To start, here's the color I want to be predominant in the sphere: Here's what I've come up with thus far:This is as close as I've been able to get to the original color, but there's no gradation between the shades. Here are the 3D Revolve settings:
Surface: Plastic Shading
Light Intensity: 50%
Ambient Light: 70%
Highlight Intensity: 95%
Highlight Size: 95%
Blend Steps: 256
Shading Color: Black
And here's another experiment: This has the blend from dark to light I'm looking for, but the base color has become much more purple, and doesn't really match the original. Here are the settings for this version:
Surface: Plastic Shading
Light Intensity: 40%
Ambient Light: 0%
Highlight Intensity: 100%
Highlight Size: 100%
Blend Steps: 50
Shading Color: None
I've played around with diffuse shading, but haven't even come as close as these two samples. So basically, what I'm looking for is the base color of the first sample (maybe a little lighter), with the blend from dark to light of the second.
I've created 2 custom symbols to wrap around my sphere, but the more complex one will not map!
View 1 Replies View RelatedI have a sphere which I'm able to project on a sketch of smaller circles which I'd like to engrave over it's surface, yet I want each of them to be perpendicular to the surface of the sphere in each point. Emboss doesn't do the trick, it just makes the engraving perpendicular to the plane.
View 9 Replies View RelatedAs part of the automation requirements we are working on (through the .NET interface), we would like to find out whether a given drawing contains a sphere and if it does we would like to know its properties. We are doing something like this, to loop through the database and am able to get all Solid3d type of objects.
What I would like to know, if a given solid3d object is a sphere or otherwise. The code snippet is pasted here for reference:
bool bContainsSphere = false;
foreach (ObjectId Id in Ids)
{
DBObject oObject = ts.GetObject(Id, OpenMode.ForRead);
if (oObject.GetType().Name == "Solid3d")
[Code] ......
I was checking out this tutorial on wrapping a bitmap around a sphere, and I downloaded the referenced filters. The filters did not seem to work. The spherical mould tool seems not to work for me either.
View 4 Replies View RelatedI'd like to use the bend modifier to transform a square plane into a sphere with a diameter equal to the side length of the original plane (to reproduce the approach for UV mapping a sphere described here).
I've been able to bend a vertical, square plane into something very close to a sphere using two bend modifiers (the first bending the x axis by 180 degrees with a direction of 0 degrees and the second bending the y axis by 360 degrees with a direction of 90 degrees). It's necessary to move the center of the second bend modifier to obtain a sphere.
However, there are two problems with the result: the diameter of the sphere is not equal to the side length of the initial plane and it's difficult to position the center of the second bend modifier such that the sphere doesn't have holes at its poles.
The first problem occurs because (as far as I can tell) the bend modifier assigns its gizmo an initial scaling such that the object to which the bend modifier is being applyed is bent but not stretched. This is reasonable default behaviour and applying an FFD 2x2x2 modifier after the first bend modifier allows the (now bent) plane to be scaled such that the height of the sphere that ultimately results equals the side length of the initial plane. However, when the second bend modifier is applied, there doesn't seem to be an easy way to precisely position its center such that the sphere's width equals its height (the next step would be to weld the vertices at the two poles). This is also the cause of the second problem since positioning the bend modifier's center correctly would also remove the holes at the poles.I've attached a max file (in a zip file) for reference (also see the left-to-right sequence in the image below):
- Plane001 is the initial square plane
- Plane002 is after the first bend modifier has been applied
- Plane003 is after adjustments have been made with the FFD modifier
- Plane004 is after the second bend modifier has been applied
- Plane005 is after the center of the second bend modifier has been adjusted.
semi hollow sphere
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