Cross-polarisation
A capture technique that puts one polarising filter on the light and a second, crossed filter on the lens to block specular reflections; how it works, the kit, setting it up, extracting a specular or roughness reference, and its limits.
Cross-polarisation is a way of photographing a surface without its reflections. A polarising filter goes over the light and a second one on the lens, turned 90° to the first. Specular reflections are blocked; diffuse colour passes through. The result is close to a pure base colour, which cuts down de-lighting work later.
Light Collab's texture-photography guide sums it up: it is "a technique that removes specular reflectance from photographs" (Light Collab Help Documents: Cross-Polarization Photography for Textures).
#How it works
Light that passes through a linear polariser vibrates in one direction only. What happens when it hits a surface depends on the kind of reflection. Paul Bourke explains that "shiny surfaces (metals, specular materials) preserve polarisation of the light they reflect", while a surface that behaves as a diffuse reflector "will randomly depolarise incident polarised light" (paulbourke.net: Cross polarisation in photography).
So a lens filter turned 90° to the light's filter blocks the reflections, which are still polarised, and lets most of the scattered colour through, which is not (paulbourke.net: Cross polarisation in photography). See photo-sourced and scanned materials for a diagram of the two light paths.
#The kit
- A linearly polarised light. Bourke is specific: the light source must be polarised "linearly (not circular)" (paulbourke.net: Cross polarisation in photography). Light Collab uses laminated linear polarising film over an LED panel (Light Collab Help Documents: Cross-Polarization Photography for Textures); Polycount's almighty_gir used the lenses of passive 3D cinema glasses taped over a flash as a cheap alternative (Polycount: Super ghetto cross polarised photos for…).
- A polarising filter on the lens. Bourke uses a linear polariser (paulbourke.net: Cross polarisation in photography); Light Collab uses a circular polarising filter (Light Collab Help Documents: Cross-Polarization Photography for Textures).
- Darkness around you. Any light that does not pass through your filter is not polarised and brings reflections back. almighty_gir recommends shooting in the darkest room you can find (Polycount: Super ghetto cross polarised photos for…). Light Collab notes that outdoors, reflections of the sky prevent true cross-polarisation (Light Collab Help Documents: Cross-Polarization Photography for Textures).
- A tripod and RAW files, so paired shots line up and in-camera sharpening does not alter texture detail (Light Collab Help Documents: Cross-Polarization Photography for Textures).
- A colour chart. Without one, EarthQuake and marks on Polycount agree the photos are only loosely useful as physically based rendering values (Polycount: Super ghetto cross polarised photos for…).
#Setting it up
- Place the light at about 45° to the camera's axis; Bourke uses this arrangement for his painting scans (paulbourke.net: Cross polarisation in photography).
- Point the camera at something very shiny. Bourke photographs "a metallic spoon while in live view mode and rotating the polariser until the highlight is suppressed" (paulbourke.net: Cross polarisation in photography).
- Compensate for the light you lose. Bourke measured a loss of at least 1.3 stops on diffuse reflections and notes a bright light source usually makes up for it (paulbourke.net: Cross polarisation in photography). Light Collab warns that too little light forces slow shutter speeds and blurred or grainy images, so use a tripod and a bright light source (Light Collab Help Documents: Cross-Polarization Photography for Textures).
- Lock white balance, or process every RAW file with identical settings (Polycount: Super ghetto cross polarised photos for…).
#Limitations
- It does not remove shadows or occlusion. Only reflections are blocked. Cast shadows and crevice darkening still need flat lighting and de-lighting in software (Unity-Technologies/DeLightingTool on GitHub: De-Lighting in Unity).
- It does not work well in daylight. Sky light is not polarised by your filter (Light Collab Help Documents: Cross-Polarization Photography for Textures).
- It throws away the reflection information you will later need for roughness unless you shoot a parallel reference too (Light Collab Help Documents: Cross-Polarization Photography for Textures).
#Related terms
de-lighting · photo-sourced and scanned materials · photogrammetry · roughness map · base colour (albedo) map · photogrammetry and scanning tools
#Further reading and watching
References
- · Cross-Polarization Photography for Textures · Light Collab Help Documents · docs · accessed 2026-10-21
- · Cross polarisation in photography · paulbourke.net · article · accessed 2026-10-21
- · Super ghetto cross polarised photos for albedo reference! · Polycount, 2014 · forum · accessed 2026-10-21
- · De-Lighting in Unity · Unity-Technologies/DeLightingTool on GitHub, 2017 · docs · accessed 2026-10-21
- · Delight (AI Powered) · Substance 3D Sampler documentation · docs · accessed 2026-10-21
Pages that link here
- Photo-sourced and scanned materials Topic
- De-lighting Key term
- Photogrammetry Topic
Last updated 2026-10-22