Figure 2.0.1. Before
Figure 2.0.2. After
What’s the best type of light? Why that would be available light... and by available light I mean any damn light that is available.
—W. Eugene Smith
In this chapter, building on what you learned in Chapter 1, you will use Photoshop to emulate the look of a classic Hollywood glamour photograph lit with studio “hot” lights and shot on an 8×10 view camera. You will be working with an image that I have entitled Stardust.
When most people think of movie-star images from the 1930s and ’40s, George Hurrell’s classic 8×10 view camera photographs come to mind. With his iconic portraits of Greta Garbo, Jean Harlow, and Gary Cooper, Hurrell invented the Hollywood glamour photograph, and his dramatic use of light was second to none.
Hurrell most often used two focusable light sources, that he diffused and placed above and on either side of his subject. This type of lighting became known as “butterfly lighting” because of the hallmark shadow it produced under the subject’s nose.
He lit his famous subjects with tungsten movie or hot lights, not strobes, and photographed them with an 8×10 view camera, not an SLR. He didn’t have the luxury of roll film or CompactFlash cards. Nor did he have the ability to “fix it in Photoshop.” For him, Photoshop was the wet darkroom. He had to get it right in the camera, because he had no room for exposure error. He would engage his actor subjects in dialogue, and from time to time, he would click the shutter. The images he captured were the result of those experiences.
This chapter was originally Chapter 4 in the first Welcome to Oz. An even earlier version of this chapter appeared in The PhotoshopWorld Dream Team Book, Vol. 1 (New Riders, 2005). I invite you to compare this chapter to both the PDF copy of the original Welcome to Oz chapter, which you can download with the source files for this lesson. The more important lesson is to be found in seeing the evolution of thought and technique.
In Stardust, the model on the bearskin was lit naturally with reflected sunlight. This takes advantage of the unique characteristic of sunlight to be both directional and ambient. The technique selected to light the base capture image is called “board-to-board reflecting.” It is used to get light from someplace other than a point light source (in this case, the sun), or to make the light source appear to be farther from the subject than it actually is. (See the sidebar Casting Light on the Stardust Model.) That technique was the best way to evenly light the subject with the best type of light—reflected sunlight.
The reason that I prefer to use reflected, natural light is that it has a glowing quality that is unique. Also, when doing environmental portraiture, this approach gives me light that is simultaneously directional and ambient: directional because the reflector provides a point light source, ambient because the light is naturally present. This allows the subject more freedom of movement, which typically produces a more spontaneous photograph. I have found that the poses people naturally assume are often far more interesting than those I suggest.
While the image in Chapter 1 was a proactive solution to a difficult situation, the image in this chapter is lit in Photoshop by choice. I chose this lighting technique, not only for aesthetic reasons, but to save time and money. All I needed were two light stands with light disk holders, and two reflectors. Setup and breakdown times were insignificant, and the reflected sunlight was a bonus; again, the more you know about the middle, the more informed your choices can be at the beginning.
In order to avoid the feeling of being overwhelmed by the amount of work to be done on any image, whether simple or complex, it is best to break the task into manageable steps and attack them one at a time. The first step is to map the image. Next, define the issues you must resolve and decide how you want to approach them. Always work from global to granular. For me, the issues in the Stardust image are:
• Remove the sensor color cast.
• Create areas of selective DOF.
• Remove the blue color cast from the sunlight.
• Light the image.
With these issues in mind, I will show you how to create image maps and begin to develop a workflow specific to this image. Included in the folder that has the work files for this chapter is a source file that contains all of the image maps that I created, as well as a source file that is just the base file should you want to try your hand at making image maps.
The first thing you are going to do before you begin lighting this image is to remove the color cast. I have already retouched it so that you do not need to repeat the steps you did in Chapter 1. (For this image, retouching should be done before removing the color cast because retouching may affect it.) Remember, there may be aspects of the digital color cast that you may want to use in the lighting of this image. Because I always work global to granular (solve the biggest problems first), my biggest problem is with the color cast removal. (From this point forward, I will refer you to subjects previously covered rather than re-describing them.)
1. Using the Threshold adjustment layer method, as described in Chapter 1, identify the black point. You are looking for “meaningful” black. For the white point, choose a point as close to the first white pixel as you can get, whether or not you can recognize shape or structure within it.
To find the black point, start by moving the slider all the way to the left, then gradually to the right. For the white point, move the slider all the way to the right, then gradually to the left. Be sure to discard the Threshold adjustment layer once you have found the black and white points.
Once the white and black points are established, mark them with color samplers. The black and white color samplers are visible in this image as crosshair targets #1 and #2. The threshold level for the black sampler is 11, while the white sampler threshold level is 252 (Figure 2.1.1).
Figure 2.1.1. The two sample points found for BP & WP correction
Unlike the image in Chapter 1, there is no easily identifiable neutral or midpoint. In this step, you will learn to find a midpoint in spite of this.
This is one of those ideas I wish had been mine, but credit for this creative technique goes to Dave Cross.
2. Create a new layer.
3. Go to Edit > Fill, select 50% Gray from the Contents dropdown menu, and click OK. You should see a completely gray screen (Figures 2.2.1 and 2.2.2).
Figure 2.2.1. Edit > Fill
Figure 2.2.2. 50% Gray
4. Select the Difference blend mode. You should see this (Figures 2.2.3 and 2.2.4).
Figures 2.2.3 and 2.2.4. The image after changing the blend mode to Difference
5. Select the Threshold adjustment layer and move the slider all the way to the left.
6. Move the slider to the right (a threshold range of 6) until you see something (black pixels). (Figure 2.2.5).
Figure 2.2.5. The image with a Threshold adjustment of 6
7. Begin entering progressively smaller numbers into the Threshold Range dialog box until you get the smallest number (as close as you can get to 1) of black pixels. For this image, the number is 3. Zoom into that area and place a sample point (Figures 2.2.6).
Figure 2.2.6. Place sample point 3
8. Discard the Threshold adjustment layer.
9. Discard the 50% Gray Difference blend mode layer.
10. You should have an image with three sample points: a black, white, and mid-point (Figure 2.2.7).
Figure 2.2.7. All three sample points for the BP, WP and MP corrections that will be made to correct for digital sensor color cast
Having defined black, white, and mid-points, it is time to create the three Curves adjustment layers that you need to remove the sensor color cast.
Make sure that the black eyedropper’s sample threshold is set to R:7, G:7, B:7 and the white eyedropper’s sample threshold is set to R:247, G:247, B:247. See Chapter 1 for more detail.
Figure 2.2.8.
Figure 2.2.9.
Now that you have globally removed the color cast from this image, the next step is to determine what you like and don’t like about it and how you are going to fine tune each layer. Compare the image before the adjustments (Figure 2.2.10), the BP adjustment (Figure 2.2.11), the WP adjustment (Figure 2.2.12), the MP adjustment (Figure 2.2.13), and all three adjustments together (Figure 2.2.14).
Figure 2.2.10. Before
Figure 2.2.11. BP adjustment
Figure 2.2.12. WP adjustment
Figure 2.2.13. MP adjustment
Figure 2.2.14. All three adjustments applied
Look at your individual adjustments and analyze what you like and do not like about each, keeping your analysis as simple as possible. Remember that by practicing at practicing, you will discover how to do things that might not yet be part of your skill set so that you can free the image you envision from the file that you have in front of you. Also keep in mind that the file on which you are working is not a finished image. When you look at any given point in the process, it is a tree in the forest of things that will be done to make the finished image one that most closely reflects your vision and your voice—what you want to say to the world with the image that you saw.
For example, when you look at the black, white, and midpoint corrections together, you neutralize the overall color cast, which is the goal. However, there may be aspects of each correction that you like individually and which are lost when the three layers are combined. In this image, after looking at the three individually, I like the warmth of the white point and some aspects of the black point. When I look at all three together, the image is quite cool.
Before each step that you take in any workflow, you must keep your goal in mind. In this lesson, your goal is to create two illusions: first, that the model was lit as she would have been in a Hollywood glamour portrait, and second, that she was shot with a view camera that allows you to change the plane of focus and thus modify the DOF.
You must continually consider how light and color work in the real world, so that you can use Photoshop to merge the reality of what you see with what you imagine. There is a reason why Photoshop is capitalized. It is not a verb; it is a noun. It is a tool and you are the creative energy that drives it. Not the other way around.
When I look at all the adjustment layers together and observe what they do and how they interact, I form a direction for my workflow. As discussed in the first chapter, warm colors appear to move forward in an image, cool ones appear to recede, and shadows are cooler than areas that are lit. When beginning color correction for this (or any) image, it is that knowledge that determines many of the choices I make, even though this has little or nothing to do with the mechanics of Photoshop.
If you look at the three Curves adjustments individually, the white point is warmest. When you look at the black and white ones together, and then add the mid–point, the entire image becomes bluer, or cooler. The first thing to do, therefore, is to brush back some of the black point correction in Challen’s face and arms, and brush back all of her skin to allow the colors in these areas to be more affected by the white point. You should also brush back the head of the bear. The reason for brushing back these areas is that these will be directly hit by the “lights” that you will place using Curves adjustments layers and the Render Lighting Effects plug-in. This way you will use the color cast of the original source file to your advantage.
Unless otherwise directed, whenever a lesson asks you to select a brush, use a feathered one. Using feathered brushes, rather than hard-edged ones, produces a more natural look as well as creating layer masks that better blend into the image.
Also, from this point forward in the book, you should use the techniques for refining a layer mask discussed in Chapter 1 whenever you do any brushwork on a layer mask.
Here is the image map of the areas for the black point that you should brush back (Figure 2.2.15).
Figure 2.2.15. Image map for brushing back the BP adjustment
Figure 2.2.16.
This is what the layer mask should look like when you are finished. (Figure 2.2.17).
Figure 2.2.17. The final layer mask for the BP adjustment
Now do the brushwork on the Midpoint Curves adjustment layer. You should see that when you add the mid-point adjustment to this image, it cools the colors. Because you are trying to replicate the DOF and bokeh of an 8×10 view camera, as well as light this image, you will use the coolness or blueness of this adjustment to your advantage. Warm colors move forward, cool ones recede, and shadows tend to be a bit bluer than areas that are lit. It is this bit of knowledge that will inform the choices that you make for this image.
Here is the image map of the areas for the midpoint that you will be brushing back (Figure 2.2.18).
Figure 2.2.18. Image map for brushing back the MP adjustment
Figure 2.2.19. The image after the beginning MP brushwork
Figure 2.2.20. The layer mask for the MP adjustment
Figure 2.2.21. The image after the brushwork for all adjustments
Now that you have fine tuned the image’s color cast adjustment layers, you are going to create the illusion of selective focus DOF—specifically, the illusion of the tilt and shift qualities of an 8×10 view camera. Although you may not be able to increase the selective focus as you could if you had shot this using a large format camera (see The Correct Perspective of Swings and Tilts: SLR vs. View Cameras sidebar), you can replicate the quality of a view camera’s selective blur.
Because you are trying to create a probable believability, you have to make sure that all of your choices mimic reality as captured with a glass lens and a camera that has the ability to swing and tilt the lens. Granted you cannot increase the area of focus—that is set in pixels when the image was captured—but you can replicate the blur of an 8×10 view camera. And as I discussed in Chapter One, an image is more about what is blurred than what is in focus.
When you use a lens on a view camera, the effects are optically, and not digitally, created. One of these effects is that as blur increases, there is a tendency for contrast to diminish. This does not occur in Photoshop when blurring the image with Gaussian Blur or using the Lens Blur tool. Step 3 will illustrate how to realistically replicate true optical lens blur.
When you use a perspective-correcting camera or lens, like a view camera or a tilt shift lens, you can affect the area of blur as well as the perspective that blur will have. With these considerations in mind, you will work with two aspects of controlling the unconscious eye (which I will discuss at greater length in Chapter 3), specifically: in focus to blur, and high-contrast-to-low-contrast. Because you want the viewer’s eye to move from the model’s face to the front of her body, then to the bear’s face, and finally to the upper background, her face should be the central point of focus while the background should have the most blur. Also, you want the model’s body to appear to move forward, so blur and contrast go hand in hand for this image.
You are going to do things a little differently than you did in the last lesson. In the last lesson, you used the Skylight filter first, then attended to contrast, and then to blur. Now you will first attend to blur, then contrast, and you will use the Skylight filter last. You will do this because you will use both the Round and Planar types of blur on this particular image. Below are the Planar image map (Figure 2.3.1) and the Round image map (Figure 2.3.2). After completing the blur, you will generate the contrast layer mask from the layer mask that you created with the two blur layers.
Figure 2.3.1. Image map for Planar blur
Figure 2.3.2. Image map for Round blur
Figure 2.3.3. The FocalPoint interface
Before I begin working with FocalPoint, I always reset the pallete. To do this click Command + Option + Z / Control + Alt + Z. The only time I will not reset the pallete is if I know that I am going to be redoing the same type of blur with the same values over and over again; then I would save it as a preset.
Figure 2.3.4. The FocusBug on the model’s face
Figure 2.3.5. The Height handle at 1768 pixels, and moved between her lips and cheek
Figure 2.3.6. The Width handle set to 991 pixels, and moved just below her cheek
Figure 2.3.7. The mask of the FocusBug
Figure 2.3.8. The image after applying the Round blur
Figure 2.3.9. Select Planar for Blur type
Figure 2.3.10. Showing the grid and rotating 90 degrees
Figure 2.3.11. Moving the FocusBug to her gown
Figure 2.3.12. Adjusting the size of the focus area to 527 pixels
Figure 2.3.13. The image after adjusting the amount of blur and the feather of the blur
Figure 2.3.14. Adjusting the tilt of the blur
Compare the image before the Planar blur (Figure 2.3.15) and after the Planar blur (Figure 2.3.16).
Figure 2.3.15. The image before the Planar blur
Figure 2.3.16. The image after the Planar blur
Using Round blur on the body and Planar blur on the foreground and background, you have created the blurs needed to create the sweeping look of an 8×10 view camera. In this next step, you will create two layer masks, and you will brush in the effect of the Round and the Planar blurs to create the final look of selective focus. Once done, you will attend to the contrast. You will do these things a little differently than you did in Chapter One, but no two images and, therefore, no two workflows are the same. Workflow is dynamic and everything you do builds on everything that you have already done.
Before beginning your brushwork, look at the image maps for each layer mask on the Round (R:FOCALPOINT) blur layer (Figure 2.3.2). You want the area of Challen’s face, hair, and torso to be in focus. Move along the length of her body so that it gradually moves out of focus. With the Planar (P:FOCALPOINT) blur layer (Figure 2.3.1), you do not want to brush blur into her hair, face, or body, but you do want to brush in the foreground more than the background.
Figure 2.3.2. Image map for Round blur
Figure 2.3.1. Image map for Planar blur
Figure 2.3.17. Layer mask for the Round blur layer
Figure 2.3.18. Image after the brushwork on the Round blur layer
When you brush over an area using the same opacity with which you started, each successive brush stroke increases the opacity by the selected percentage. For example, if you brush over an area at 50% opacity, then re-brush it with an opacity of 50%, since 50% of 50% is 25, it is as if you brushed it at 75% opacity. Similarly, if you begin with an opacity of 40%, and rebrush at 40%, since 40% of 40% is 16, it is as if you brushed it at 56%.
Figure 2.3.19. Layer mask on the Planar blur layer
Figure 2.3.20. Image after brushwork on the Planar blur
Figure 2.3.21. Before any blur applied
Figure 2.3.22. After the blurs are applied
Now that you have created the blur aspect of selective focus, it is time to create the contrast aspect.
When I am working with an image, I tend to duplicate the master layer when I convert to Smart Filters, even though it increases file size. My reasoning is that hard drive space is cheap, my time is not. Also, keeping master layers that have not been touched offers me both exit strategy and workflow efficiency. Should I need to go back to a previous step, most of the time I have only to duplicate the master layer, which takes just a second regardless of the size of the file. Creating a master layer can take tens of seconds to upwards of a minute should there be Smart Filter layers involved.
Figure 2.4.1. Select Contrast Only
Figure 2.4.2. Move her face to the middle of the preview area
Figure 2.4.3. Increase Contrast to 68%
Although the contrast is where you want it, the image has darkened, the shadows have blocked up, and the color saturation is not where you want it to be. To correct these issues, you will first lighten the image, then dial in the saturation using the Saturation slider, and lastly, you will use the Protect Shadow functionality of the Contrast Only plug-in.
Figure 2.4.4. Increase the Brightness slider to 55%
Figure 2.4.5. Move Saturation to 17%
Figure 2.4.6. Increase the Protect Shadows slider
Now compare the image before (Figure 2.4.7) and after the contrast correction (Figure 2.4.8).
Figure 2.4.7. Before the contrast correction
Figure 2.4.8. After the contrast correction
Look at the R:CONTRAST layer mask (Figure 2.4.9) and the R:CONTRAST layer with the mask applied (Figure 2.4.10).
Figure 2.4.9. The R:CONTRAST layer mask
Figure 2.4.10. The R:CONTRAST layer with the mask applied
Figure 2.4.11. The P:CONTRAST layer mask
Figure 2.4.12. The P:CONTRAST layer with the mask applied
It is a good habit to place the contrast layers, if there are more than one, in a layer group folder, because if you need to lower the contrast via opacity, it is easier to do it this way. You may not always want to equally reduce the contrast in all your contrast layers, but it is helpful when doing these kinds of multiple blurs. Using layer groups and reducing contrast this way also makes it easier to rework the image at a later date.
Compare the image before (Figure 2.4.13) and after the contrast adjustments (Figure 2.4.14).
Figure 2.4.13. Before the contrast correction
Figure 2.4.14. After the contrast correction
You have worked with the blur and contrast aspects of this image; now is the time to work with its color. As I have discussed before, warm colors appear to move forward in an image while cool colors appear to recede. Also, lit areas tend to be warm in color and shadow areas tend to be cool. In this step, you are going to use the Skylight filter to add selective warmth to the image. Using Render Lighting Effects, you will choose where to add different amounts of the Skylight filter based on where the “lights” are going to be placed. You will also use Curves adjustment layers to add dark and light.
Here is the image map of the areas that you are going to brush in (Figure 2.4.15).
Figure 2.4.15. Image map for selective warmth
Figure 2.4.16. Before the Skylight filter
Figure 2.4.17. After the Skylight filter
You are now going to selectively brush in the Skylight filter. You want to create the illusion of light hitting the model’s face, so her eyes need to be warmer than her face. (This is where you will be placing the the “key” light.) You also want her face warmer than her hair and torso. In addition, you will want to add some warmth into the face of the bear to create the illusion that light is falling on its eyes and face. Finally, you will want a bit of warmth in the bear skin rug to build the illusion that light falls off there.
Before moving on, you should fine tune the image, because the next step addresses the issues of too much of a good thing—the blown out areas in Challen’s hair. When you boosted the contrast, you also lost some hair detail. This is a good example of why you should always have an exit strategy and why you do not throw anything away until you are sure that the image is complete. Look at the layer mask after fine tuning (Figure 2.4.18) and the image after fine tuning the layer mask (Figure 2.4.19).
Figure 2.4.18. The layer mask after fine tuning
Figure 2.4.19. The image after fine tuning the layer mask
Because you are re-using the last filter, it will already be set to the amount most recently selected. Also, because you are trying to match the same color, there is no need to make this a Smart Filter. Lastly, you will use the MASTER_1 layer, because no filters have yet been applied to it, and it was the contrast layers that caused the loss of detail in her hair. Look at the Hair Brush Back image map (Figure 2.4.20).
Figure 2.4.20. The image map for brushing in her hair
Compare the image before the hair brush back (Figure 2.4.21) and after (Figure 2.4.22).
Figure 2.4.21. The image before brushing in her hair
Figure 2.4.22. The image after brushing in her hair
That dark is as important to an image as is light is frequently overlooked. It is the dance between light and dark that makes an image compelling. Without dark, there is no drama; there is also no place to which the eye can retreat when viewing an image. It is how you use darkness in an image that makes the lighted parts more interesting.
Now that you have created the desired DOF and a more realistic relationship between in-focus-to-blur and contrast, it is time to start building up the image’s light-to-dark/dark-to-light relationship. The issue that you face is that there is not enough variation of light in the image as it now exists; it is too uniformly light. This happened because the base image was shot using reflected sunlight, my favorite type of light. (Light can be refracted, reflected, absorbed, and/or scattered.) I prefer to work with reflected sunlight because it has the ability to be both directional and ambient at the same time. It is this quality of light that I am going to have you modify in the following section.
The key concept to keep in mind is that you want to remove from this image everything that is not your vision. This is not a new idea; it is the way Michelangelo approached sculpture. He removed everything from the rock which was not the sculpture; he freed the sculpture from the rock. In this image, you will remove some light so that there will be more dark. There also needs to be greater contrast. In the section that follows, I will describe how to use the power of Curves to light this image so that you can achieve about 85% of your lighting goals.
You want the unconscious eye (which I will fully discuss in Chapter 3), to move from the model’s face to the left side of her body, and then to the right. Here are the image maps of what you will be doing: The combination of the first three (Figure 2.5.1), D2L_LUM image map (Figure 2.5.2), L2D_image map (Figure 2.5.3), L2D_SOFTLIGHT image map (Figure 2.5.4), L2D_SCREEN image map (Figure 2.5.5), and the L2D_FACE image map (Figure 2.5.6).
Figure 2.5.1. All three image maps combined
Figure 2.5.2. D2L_LUM image map
Figure 2.5.3. L2D image map
Figure 2.5.4. L2D_SOFTLIGHT image map
Figure 2.5.5. L2D_SCREEN image map
Figure 2.5.6. L2D_FACE image map
Figure 2.5.7. Adding a point to the center of the curve
Figure 2.5.8. Moving the center point downward
You find the appropriate level of darkness by clicking on the center part of the curve line and moving it around until you get the maximum darkness that you think you will need. Always approach your choices by going to an extreme and then, by using opacity and layer masks, retreat to a setting that you find optimal.
If you look at the image for this aspect of the edit process (Figure 2.5.9), there is a lot of “dark” that needs to be removed. Because you are adding “dark” and not light to this image, you will name this layer “D_2_L.” Because you have already made decisions about the image’s colors; you want only to darken them, not increase their saturation. To accomplish this, use the Blend mode Luminosity, which does just this.
Figure 2.5.9. Image after the Curves adjustment layer
Figure 2.5.10. The image after brushwork on her face
Figure 2.5.11. The layer mask of her face
Figure 2.5.12. The image after brushwork on her hair
Figure 2.5.13. The layer mask of her face and hair
Figure 2.5.14. The image after brushwork on her arms and back
Figure 2.5.15. The layer mask after brushwork on her arms and back
Figure 2.5.16. The image before brushwork on her gown
Figure 2.5.17. The image after brushwork on her gown
Figure 2.5.18. The final layer mask
What you are endeavoring to do with this image is to replicate, using sunlight, aspects of the warmth of tungsten lights and the way that focused hot lights fall off. One of the advantages of working in the computer is that impossible is merely an opinion, and it may be held by the person sitting in the same chair as you are. You decide what is impossible, and little is. In this image, you can control sunlight as if it were hot lights.
Next, in order to introduce more darkness into this image, you are going to break the 11th commandment—Thou Shalt Not Clip a Curve. You will do this in order to diminish the contrast, which you will then use to create the look of atmospheric haze. You will then darken the haze and introduce it into the image. And you will do all this using only Curves. As always, the goal is to do things as non-destructively as possible, and adjustment layers are just layers of math sitting over the pixels; you are not changing any of the pixels beneath them.
You will name this layer Light-to-Dark rather than Dark-to-Light, as you did in the previous step, because you will be adding dark into a layer that is light. In the previous step, you removed darkness. This naming convention makes it easier for you to know what you did should you need to readjust this image in the future.
Figure 2.6.1. Clip the highlights of the curve
Figure 2.6.2. Drag the center down
Figure 2.6.3. The image after the Curves adjustment
Figure 2.6.4. The L2D_IM image map
Figure 2.6.5. The image after brush work
Figure 2.6.6. The layer mask after brush work
Figure 2.6.7. The image after brush work
Figure 2.6.8. The layer mask after further brush work
Figure 2.6.9. After brushing in the center of her nightgown
Figure 2.6.10. The layer mask after brushing the center of her nightgown
Figure 2.6.11. Before the opacity adjustments and fine tuning
Figure 2.6.12. After the opacity adjustment and fine tuning
Now that you have worked on the dark aspect of the image, the next step is to play with the light aspect using two blend modes, Screen and Soft Light.
As discussed in Chapter 1, contrast is the difference in brightness between the light and dark areas of a picture. If there is a large difference between the light and dark areas, then the result is an image with high contrast.
In Step 3 of this lesson, you increased and decreased contrast in relationship to DOF. In Step 4.1, you addressed creating areas of dark-to-light by adding “darkness” to the image.
In this next step, you will further reinforce the movement of the unconscious eye from light to dark by selectively changing the contrast of the image. (You have already created the relationship you like between light-to-dark and high-to-low contrast.) You will do this by creating two Curves adjustment layers: one that will address the image’s overall lightness and another that will address its overall darkness.
Figure 2.7.3. Soft Light image map
Figure 2.7.4. After brushing in the model
Figure 2.7.5. The layer mask after brushing in the model
Figure 2.7.6. After brushing in the background area
Figure 2.7.7. The resulting layer mask
The next illusion to create is that there was a light that hit the face of the bear. Before continuing, look at the Screen image map (Figure 2.7.8).
Figure 2.7.8. The L2D_SCREEN image map
Figure 2.7.9. The image after brushing in the bear’s face
Figure 2.7.10. The resulting layer mask
Figure 2.7.11. The image after brushing in the bear’s body
Figure 2.7.12. The resulting layer mask
Figure 2.7.13. The image after final brushwork
Figure 2.7.14. The final layer mask after fine tuning
You have created the majority of the illusion that you wanted for this image. The advantage of the approach I described is that, although you started with reflected sunlight as your light source, you could modify the image to make it appear as if it had been lit with “hot” lights. All this was done nondestructively by using Curves adjustment layers and blend modes. Now it is time to fine tune the lighting using the Render Lighting Effects filter that is part of Adobe Photoshop.
You are at the point of no return. You have done everything with the lighting in 16–bit that you can. You must go to 8–bit to continue, so if you have not already done so, save the file.
You turn this layer set off because D_OF_F is full of Smart Filters. The problem with Smart Filters is that they each have to convert the file to pixels (referred to as rasterizing in Photoshop) when you open up or save one, which is very time consuming. Turning them off saves you time, and since you made a master layer, you have a layer that contains everything that is in the layer set. The trade off is increased file size, but I think it is better to have a larger file than to have the file open very slowly.
Figure 2.8.1. Converting the profile to Adobe RGB (1998)
The reasons for converting from 16-bit to 8-bit are discussed in Chapter 1 “Lighting the Image with Render Lighting Effects.”
You will use a threefold approach to lighting this image using the Render Lighting Effects filter. First, you will use the filter to do the key lighting as if there had been focusable lighting instruments at the shoot. (Challen’s eyes will get the most light, her face a little less, and her arms less than that.) The second approach is to use the Render Lighting Effects filter to add color to the light (which is different from how you used it in Chapter 1), and the third approach is to use it for the quality of “dark” that it creates so that you can further enhance the lighting you have already done. Your file is sheet music, but the image that you create is the symphony such that the sum becomes greater than the parts. Before moving forward look at the image map (Figure 2.8.2).
Figure 2.8.2. The image map
Because you want to make the light reminiscent of the warmth of hot lights, you are going to pick a color from the image and use that to color the “lights” that you place when you launch the filter. For this image, I picked a warm color, which is Info Point 4.
Figure 2.8.3. A sample point just near the bear’s eye
Figure 2.8.4.
Figure 2.8.7. Choose Soft Omni
Figure 2.8.8. Selecting the color
Figure 2.8.9. Lightening the color slightly
Figure 2.8.10. The color of the light has changed
Figure 2.8.11. Move the light to the left
Figure 2.8.12. Duplicate a nwe light to her eye
Figure 2.8.13. Move the new light to her lips
Figure 2.8.14. Fine tune the size of the light
Once you have placed and sized the lights, it is time to adjust their quality.
Figure 2.8.15. Increase the Ambience to 2
Figure 2.8.16. Lower the Exposure to −56
Figure 2.8.17. Lower the Intensity to 38
Figure 2.8.18. Lower the Intensity to 28
Figure 2.8.19. Add a new light on the gown
Figure 2.8.20. Expand the light outward
Figure 2.8.21. Increase the Intensity to 40
Figure 2.8.22. The image with the Render Lighting Effects applied
Before you did anything with the Render Lighting Effects filter, you were almost where you needed to be. By using the filter, you not only lit Challen’s face, you also lit the bear’s face. Now, you are going to use the Render Lighting Effects filter layer to selectively fine tune the lighting of the model’s face as well as to add the illusion of “atmospheric distance” to the image. The Render Lighting Effects filter creates the dark aspect of the lighting effect that can be used to add dimensionality to the atmospheric effects that light sometimes exhibits in real life and that cannot be achieved by using only curves.
Before continuing, look at the image before the Render Lighting Effects with the L2D/D2L layer set on (Figure 2.8.23), the image after the Render Lighting Effects with the L2D/D2L layer set on (Figure 2.8.24), and the image map of the brush back areas of the Render Lighting Effects layer (Figure 2.8.25).
Figure 2.8.23. The image before Render Lighting Effects with the L2D/D2L layer set on
Figure 2.8.24. The image with Render Lighting Effects and the L2D/D2L layer set on
Figure 2.8.25. The image map for brushing back the Render Lighting Effects layer
Figure 2.8.26. The image after the brushwork on her face
Figure 2.8.27. The layer mask after the brushwork
Figure 2.8.28. The face after the brushwork
Figure 2.8.29. The layer mask after the brushwork
Figure 2.8.30. The image after brushing in the background and body
Figure 2.8.31. The layer mask after fine tuning the brushwork
At this point in the production of the final image—the color was still too dark for my taste. (You can see the color change occur in the tutorial DVD.) Therefore, I further fine tuned the color of the lights by re-opening the Smart Filter and changing its color values to R:248, G:222, and B:185. You can do that by clicking on the center handle of each “light”, then clicking on the color picker square. When the Color Picker dialog box comes up, type in the new color values. These changes are reflected in the 100ppi example file for this lesson.
You separated out the Light-to-Dark Lighting Effects layer so that you could use the Light-to-Dark, Dark-to-Light (L2D_D2L) layer group over which you can have greater control. You can further fine tune a layer, layers, or layer set through the use of opacity. Also, by creating the Light-to-Dark and the Dark-to-Light Curves adjustment layers, you can make more informed decisions about selective contrast, render lighting, and selective sharpening of the image.
Figure 2.8.32. The image after adjusting the opacity of the Render Lighting Effects layer
The only thing left to do is to selectively move the “unconscious” eye a bit more by using a little sharpness and tonal contrast.
By using contrast, you can further refine how the unconscious eye moves across the image. When you look at a person’s image, your eye goes first to their face. Therefore, the first areas on which to focus are Challen’s eyes, her mouth, and her eyebrows. After adjusting these, you will add tonal contrast to the bear’s face, Challen’s gown, and finally the rug. In order to accomplish this in this image, I will have you use a specific type of contrast: Tonal Contrast. (This is one of the three free plug-ins from Nik Software.) The simplest way to describe Tonal Contrast is that it is the Clarity tool on steroids. It is everything you wanted in the Clarity tool but do not have, and it is also things you did not even know that you wanted.
The Clarity tool is an inspired addition to Photoshop (based on Mac Holbert’s Midtone contrast approach to printing). The Clarity tool in Photoshop is a one-size-fits-all approach to applying contrast that locally targets midtone image structure by using the highpass filter. Tonal Contrast, however, allows you to selectively adjust not only the midtones, but the highlight and shadow areas as well. It also allows you to increase or decrease saturation, and protect highlights and shadows. Take a look at the image map (Figure 2.9.1).
Figure 2.9.1. Image map for the TONAL_CONTRAST layer
Figure 2.9.3. Increasing the Midtone Contrast slider to 61%
Figure 2.9.4. Tonal Contrast applied globally
Figure 2.9.5. Zoomed into her face with the image map visible
Figure 2.9.6. The face after brushwork
Figure 2.9.7. The layer mask after brushwork
Figure 2.9.8. The bear’s head after brushwork
Figure 2.9.9. The layer mask
Figure 2.9.10. The image after brushwork on the bear’s body
Figure 2.9.11. The layer mask after brushwork on the bear’s body
Now, compare the image before brushing in Tonal Contrast (Figure 2.9.12), the image after brushing in Tonal Contrast (Figure 2.9.13), and the final layer mask (Figure 2.9.14).
Figure 2.9.12. Before adding Tonal Contrast
Figure 2.9.13. After brushing in Tonal Contrast
Figure 2.9.14. The final layer mask
It is time to add the whipped cream and cherry on top of this image sundae. You will add coolness to the shadows and a realistic butterfly shadow under Challen’s nose.
It is time to bring this picture home and put it to bed. You need to add the little touch of reality that will make this image a believable probability, one the viewer will believe was originally lit the way it appears. You will accomplish this is by creating a shadow underneath Challen’s nose and by adding the appropriate amount of blueness into the shadow areas.
When adding shadowing to images, it is a common mistake to overlook the color of the shadow. See also “Creating a Realistic Shadow” in Chapter 1.
Figure 2.10.1. Sampling the shadow color under her nose
Figure 2.10.2. Making a selection with the Polygonal Lasso tool
Figure 2.10.3. Feathering the selection
Figure 2.10.4. Filling the selection with the sampled color
Figure 2.10.5. Applying the Gaussian Blur
Figure 2.10.6. A halo under the nose
Figure 2.10.7. Moving the shadow to remove the halo
Figure 2.10.8.
You created a new window and arranged it the way that you did so that you could eliminate the Warp grid and better see what you were doing.
Next, you will warp the shadow to follow the contours of her philtrum (the midline groove in the upper lip that runs from the top of the lip to the nose) so that you give dimension to the nose shadow.
Figure 2.10.9. Pulling the center of the grid down
Figure 2.10.10. Moving the left middle section upward and inward
Figure 2.10.11. Moving the right middle section upward and inward
Figure 2.10.12. Moving the upper middle control point upward and to the right
Figure 2.10.13. Moving the upper left control upward and to the right
Figure 2.10.14. Moving the middle left control downward and to the right
Figure 2.10.15. Moving the lower left control downward and to the right
Figure 2.10.16. Brushing the edge of the shadow
Figure 2.10.17. The shadow after the final brushwork
Figure 2.10.18. The face after reducing the opacity of the shadow layer
You separated out Light-to-Dark and Dark-to-Light adjustment layers so that you could control the opacity should you want to decrease the effective darkness. You did this so that you would have an exit strategy, and so that you would not be married to the darkness that you have created. This separation also allows you to move into or out of any layer group and to add things to them as the look of the image develops. In this final step, you are going to cool the shadows of this image using one of Photoshop’s built-in photo filters.
Figure 2.11.1. Select Cooling Filter 82 from the pull-down menu
Figure 2.11.2. Leave the Density at 25%
Look at the image map diagram for this layer’s cooling filter (Figure 2.11.3). You want to leave the faces of the model and the bear alone, but you want to put a little coolness into the area of the gown onto which the light directly falls. You want to add increasing coolness as the light falls away down the back of the gown. In the area of the rug (both in front and behind), you want to apply a lot of coolness, because this is the area of the deepest shadow.
Figure 2.11.3. The image map for the cooling effect
Figure 2.11.4. The final layer mask for the cooling effect
Gone is the day that the movie moguls taught actors the importance of posing all day for a photograph.
—George Hurrell
You have reached the conclusion of this chapter’s main focus, creating classic glamour lighting and replicating the DOF and bokeh of an 8×10 view camera using Photoshop (Figures 2.12.1 and 2.12.2). In Chapter 3, I will further discuss the concept of the conscious and unconscious eye and how to control how the viewer “sees” your image.
Figure 2.12.1. The original image
Figure 2.12.2. The final image
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