Creating a Diffusion map with the Gimp
Open pineNor.jpg (your bump map) with the Gimp. You don't need to change this image to grayscale, because it's already been set that way. Open the Levels editor (remember the following steps can be
also be achieved to a degree with brightness/contrast settings). To get a high contrast, you need to increase both the white and dark elements at the same time. Therefore, move the far right and far
left triangles of the input levels towards each other, and use the middle triangle to favor the black. Why favor the black? You could favor the white, but then you'd be loosing the thickness of the
darker areas. The settings I used can be seen in Figure 7.
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Figure 7: Example Levels Settings
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Because my image was too white, I needed to decrease the overall whitness (or increase overall blackness), and so I adjusted the output levels accordingly.
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That's pretty much it. Save this image as pineRef.jpg, and check it out in Blender.
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From the Gimp to Blender
Bring this texture in just like you did with the bump map, but this time use the third texture channel (the Blender Manual describes that the order of texture maps is important; in this example, the
first channel should be color, the second bump, and the third diffusion). In the material buttons, change the texture from "col" to "ref," and remember to adjust the material's natural diffusion to
0.
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Figure 8: Ref Map Settings

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