Understanding light is fundamental
Hello thery!
Recently I stumbled over the page from Dorian Itens page 12 Things Many Artists Never See
https://www.dorian-iten.com/see-more
Oh my dear, that page captured my brain and I'm revisting and working on that for 2 weeks. He created a very tense and amazing summary on how to create realism with light and shadow by 12 modeling factors with very clear videos. These are so packed with important aspects that I watched them at least 4 times each.
I'd suggest you to check the page and the videos on your own - cause I can't explain it nearly as good. But I try to bulletize my understanding in the hope that it settles in my memory that way.
To avoid copyright issues and to train the concepts, I tried to recreate his images with Gimp. So please be gracious - it’s my first time to try digital painting and there is lots of room to improve.
Dorian introduces 12 Modeling Factors divided in 4 basic ones and 8 advanced:
Basic Modeling Factors
4 Basic modeling factors - They are Separating Light and shadow:
- Makes objects in paintings appear 3D
- Sample without Basic factors = circle:
Formlight
- Every part of an object that a light source “sees”
- When positioning your viewpoint from the source of the light every part of the object is bright
Formshadow
- Opposite of formlight = everything the light doesn’t see
Terminator
- Separates formlight and form Shadow
Cast Shadow
- Projected shadow from the object
- Same shape as Terminator line
- These properties depend only on the position of light and object. The viewpoint is independent ( that's a different I highlights ). Turning the viewpoint (NOT the object )= same light and dark areas
-
Sample with the basic factors appears as sphere:
8 Advanced modeling factors: Create Realism
Reflected Light
- Also called Bounce / indirect light
- Light reflects from surface to another ( e.g. ground to object )
- It bounces multiple times but will loose intensity every bounce
- Usually after 2nd bounce it’s not relevant anymore
- e.g. from ground to object, from object to cast shadow
- Bounce from ground to object and then from object to shadow again
- Distance matters:
- The closer the reflecting surface is to the object, the stronger the reflected light on the object
- E.g. a cylinder on a plane has less reflected light on top
- object with least reflected light
-
Color/Value matters:
- The brighter the surface, the stronger it reflects ( white vs black )
- The color of the reflected surface is transported to the object
- .g. yellow ground is highly visible on object, a brown one less
- Angle Matters:
- The angle between surface and object impacts strengths of reflection
- Parallel planes have strong reflections
- A curved ball has lesser reflections on the curve aways from the surface
- Don’t think about reflections as individual rays! When lights hits the Surface it diffuses with every point it hits / reflects!
- Reflected light is always in the shadow
- It can only rarely be in light cause it is weaker version of the light
- That’s the part of the object with least reflected light
- Part of the formshadow
- No reflected light, no Core shadow ( all formshadow is equally dark then )
- Changes in tonal values within form light ( doesn’t apply to shadow! )
- The farer away a part of an object is to the light the less light it receives
- That’s why a sphere gets darker at the rounder areas
- That’s where panel lighting of planes coome from
Core shadow
Half Tones
Highlight
- More accurate: “Specular reflection” of the lightsource ( not brightest half tone )
- More shiny or reflective surfaces have sharper highlights
- In comparison to Half tone, it moves based on the viewer's eye position
- Lightest value in shading
Center Light
- Part of the Half tone - Name for the lightest halftone
- Area of object that points most directly to light source
- Might not be present on matt surfaces
Ambient Light
- Not the direct light from sun and lamp
- But the light reflected from overall environment
- That’s why shadows never are totally black
- Direct light + Environment generates the ambient light
- Ambient light softens and lightens shadows
- More ambient light, shadow edges get softer and shadows brighter
- No impact on form lights or half tones
- Defines the general brightness of the scene
- Difference to reflected light
- Ambient light is not based on a light source, it’s everywhere
- Ambient light Doesn’t require surfaces within direct light close to each other
- Ambient light can be colored based on reflections -> winter = snow blue, while sunlight may be yellow
Ambient Occlusion
- Part of the object blocked from ambient light
- Usually contact surfaces
- The closer 2 surfaces are, the darker and sharper the occlusion shadow gets









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