7.) Surface Debris Color: Copy the Original layer ( Alt+Click+Drag ) up to the top of the Debris_MaskSource Group. Rename it to "LayerSnap". This is going to be the base for the layer that will contain the values that we will add into our height map.
8.) Surface Debris Color Mixing: Create another Channel Mixer Adjustment Layer above LayerSnap and rename it to "LayerMix". Set it to monochrome, and adjust the mix so that the result is fairly high contrast. We are going to be adding the heightened values back into the paint areas only so we want a majority of the map to be black with little mid-tones and only key features like the dust and specs to be represented by strong highlights. Don't worry about the wood areas as those will not be added into the composite because of the layer mask we already made.
- The settings I chose are: Red: -20%, Green: 190%, Blue: -60%.

9.) Snapshot Debris: Snapshot the image result created from LayerSnap and LayerMix. Paste the snapshot on the top of the layer stack outside of the Debris_MaskSource Group. Rename it to "DebrisLayer".
10.) Snapshot Debris Mask: Hide DebrisLayer, LayerSnap and LayerMix. Now we should be looking at only the image result created by MaskSnap and MaskLevels. Snapshot the result and minimize and hide the Debris_MaskSource Group.
11.) Applying the Debris Mask: With the DebrisLayer selected go to Layer > Layer Mask > Reveal All.
- Alt+Left Click the new mask in the layers palette. This should give you an isolated view of the mask.
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Press Ctrl+V to paste the mask image snapshot we just took in step 10 into the layer mask.
12.) Debris Blending: Set the DebrisLayer blend mode to Liner Dodge ( Add ) to add the heightened values into the image composite. What you should end up with is some added detail now on the painted areas.
- I actually wanted to add a little bit more height to those areas, so I just copied the DebrisLayer, pasted it on top of the stack again ( Alt+Left Click and Drag ), and lowered it's opacity to 50%.
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Lets take a look at the layer stack, resulting image, and its histogram now.

13.) Fix This? At this point now we have a great height map that we can use a bump or normal map, with the exception of a couple little issues. There are a couple of distinct things that are supposed to be on top of out paint layer, but are represented in our height map as being below it.

- Depending on your needs you may not even need to fix this, or you could've started out by painting them out of the color map from the beginning. For the tutorial, I left them in and am going to go ahead and fix them.
14.) Create a Selection: Use the Polygonal Lasso Tool (L) to create a selection around those two objects, including the small shadow cast from the top object. All we are going to need to do is to raise the values of those objects to be slightly higher than the surrounding paint values.
15.) Remap Values: With the selection you just created still active, create a Levels Adjustment Layer on the top of the layer stack. Rename the adjustment layer to "ObjectFix". Drag the white point slider to the left to raise the values of the objects. I chose a value of 100.
- This makes the lower left object sit nicely on top of our paint layer, but the top right object is a little too overblown. To fix this, select the ObjectFix layer and Ctrl+Left Click it's mask. This will load your mask as a selection inside your canvas. Grab the Brush Tool (B), set the foreground color to 90% black, and paint that value directly into on your mask over the top right object selection. This should drop it's value slightly and fit it nicely on top of the paint layer.

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