It's
very common for painting tutorials to treat light as an addition to the
picture, an atmosphere-maker. We can easily get the impression that the
object has a universal form, and then with proper lighting we can
change the mood of the picture. The truth is without light there would
be nothing to paint! Until you realize that, you're shooting blind.
In the first tutorial of this short series, I'll
introduce you to the art of seeing light, shadows, reflections and
edges.
How Can We See?
As an artist, have you ever tried to answer this question? If not,
that's a big mistake. Everything you draw is a representation of seeing,
just like the laws of physics are a representation of real processes. There's
even more to it—what we draw is not reality, or an objective image of
reality. It's an image created by your brain, an interpretation of
signals caught by your eyes. Therefore, the world as we see it is only
an interpretation of reality, one of many—and not the truest or most
perfect of them all. Only good enough for our species to survive.
Why am I talking about this in a painting tutorial? Painting itself is an
art of darkening, lightening and coloring certain parts of paper (or
screen) to create an illusion of looking at something real. In other
words, an artist tries to recreate an image that could be created by our
brain (it makes it easy for us, since we think in patterns—we tend to
look for familiar shapes in abstract pictures).
If a picture is
similar
to what we see in our minds, we say it's realistic. It may be
realistic despite not having any recognizable shapes or outlines—all you
need are a few patches of color, light and shadow to bring something
familiar to mind. Here's a good example of this effect: Winter in the forest by Piotr Olech
To create a convincing picture similar to one created by the brain,
first
you need to know how the brain does it. When reading this article
you'll
find most of the processes quite obvious, but you may be surprised at
how closely science can relate to painting. We tend to see optics as a
part
of physics, and painting as a part of metaphysical art, but that's a
mistake—art is a reflection of reality seen through our eyes. In order
to imitate reality, first you need to know what our minds find real.
So What Is Seeing?
Let's go back to the fundamentals of optics. A light ray hits an
object and bounces to your eye. Then the signal is processed by your
brain and the image is created. That's pretty well-known, right? But do
you realize all the consequences that stem from that process?
Here comes the first, the most important rule of painting: light is the only thing we can see.
It's not an object, not a color, not a perspective, not a shape. We can
see only light rays, reflected from a surface, disturbed by the
properties of the surface and our eyes. The final image in our head, one
frame of the never-ending video, is a set of all the rays hitting our
retina at that one moment. This image can be disturbed by differences
between the properties of every ray—every one of them comes from a different
direction, distance, and they may have hit a
lot of objects before hitting your eye last.
That's exactly what we're doing when painting—we imitate rays
hitting different surfaces (color, consistency, gloss), the distance
between them (the amount of diffuse color, contrast, edges,
perspective), and most certainly we don't draw things that don't
reflect or emit
anything to our eyes. If you "add light" after the picture is almost
done, you're doing it wrong—everything on your painting is light.
What is Shadow?
To put it simply, shadow is an area untouched by direct light. When
you're staying in shadow, you're not able to see the source of light.
That's obvious, right? The length of shadow can be easily calculated by drawing the rays:
Drawing shadows may be a little tricky though. Let's take a look at
this situation. We've got an object and a big light source.
Intuitively, this is how we draw the shadow: But wait, this shadow is actually cast just by a single point on the light source! What if we choose some other point?
As we can see, only point light creates a sharp, easily defined
shadow. When the light source is bigger (more scattered), the shadow
gains a blurry, gradient edge.
The phenomenon I've just explained is responsible for supposedly
multiple shadows coming from a single light source too. This kind of
shadow is more natural—that's why pictures taken with flash look so
sharp and odd. Ok, but that was just a hypothetical example. Let's take a look at this
process in practice. Here's my tablet pen stand, photographed on a sunny day. Can you
see the weird double shadow? Let's take a closer look. So, light comes from the left lower corner, roughly. The problem
is it's not a point light, so we don't have the nice, sharp shadow that's
the easiest and most intuitive to draw. Drawing rays like this doesn't
help at all! Let's try something different. According to what we've just learnt, a
big, scattered light source is made of many point light sources. When we
draw it like this, it makes much more sense: To
explain it more clearly, let's obscure some of the rays. See? If not
for these scattered rays, we'd have a pretty normal shadow!
No Seeing Without Light
But wait, if light doesn't touch the area, how can we see something
that is in shadow? How can we see anything on a cloudy day, when
everything is in the shadow of the clouds? That's the result of diffused light. We'll talk more about diffused light throughout this tutorial.
Painting tutorials usually treat direct light and reflected light as
something totally different. They may tell you there's a direct light
that makes surfaces bright, and that reflected light may occur, giving a
bit of light to the shadow area.
You might have seen diagrams similar to the one below: This isn't completely true, though. Basically everything you
see is reflected light. If you see something, it's mostly because light
has reflected from it. You can see direct light only if you're looking directly at the light source. So the diagram should look more like this: But to make it even more correct, we need to bring in a few
definitions. A light ray hitting a surface may behave in a few ways,
depending on the kind of surface it is.
When a ray is reflected fully by the surface at the same angle, it's called a specular reflection.
If some of the light penetrates the surface, it may be reflected by
its micro-structure, creating a disturbed angle resulting in a fuzzy
image. This is called diffuse reflection.
Some of the light may be absorbed by the object.
If an absorbed ray manages to get out, it's called transmitted light.
For now, let's focus on the diffuse and specular reflection only, since they are very important to painting.
If a surface is polished and has a proper, light-blocking
micro-structure, a ray hitting it will be reflected at the same angle.
Specular reflection creates a mirror effect—not only direct light is
reflected perfectly, the same happens to the "indirect" rays (moving from the light
source, bouncing off an object, and hitting a surface surface). An almost perfect surface for full
specular reflection is, of course, a mirror, but some other materials
give a good effect too (metal and water are examples of this).
While specular reflection creates a perfect image of the reflected
object thanks to the correct angle, diffuse reflection is far more
interesting. It's responsible for color (we're going to talk about this
in more details in
the next part of this series) and it lights up the object in a softer
way. So, basically, it makes an object visible without burning your eyes
out.
Materials have various factors of reflection. Most of them will
diffuse (and absorb) a huge part of the light, reflecting only a small
part as specular. As you probably already guessed, glossy surfaces
have a higher factor of specular reflection than matte ones. If we look
at
the previous illustration once again, we can create a more correct
diagram for it:
When looking at that image, you may be under the impression that
there's only one point on a glossy surface where specular reflection
occurs. That's not completely true. It occurs wherever light hits the
surface, but there's only one specular ray hitting your eyes at a time.
Here's a simple experiment you can do. Create a light
source (use your phone, or a lamp) and place it so that it lights up a shiny surface from above and
creates a reflection. It doesn't need to be a very strong or vivid
reflection, just make sure you can see it. Now take a step back, looking
at the reflection the whole time. Can you see how it moved? The closer to
the light source you are, the more acute the angle. Seeing the
reflection directly under the light source is impossible, unless you are the light source.
What does this have to do with painting? Well, here comes rule number two. The position of the observer influences the shading.
The light source can be fixed, the object may be fixed, but every
observer will see it a bit differently. It's obvious when we think about
perspective, but we rarely think of lighting this way. In all honesty—
do you ever think about the observer when setting the lighting?
As a curiosity: have you ever wondered why we tend to paint a white
grid on a glossy object? Now you should be able to answer this question
yourself. Also, now you know how glitter works!
Value Is the Amount of Seeing
Value is the amount of information brought with light.
We're not talking about color yet—for now, our rays can be only
darker or lighter. 0% value (brightness) is no information. It doesn't
mean the object is black—we just don't know anything about it and
perceive it as black. 100% value is the maximum amount of information we can get at
a time. Some objects reflect a lot of information to us and they appear
bright to us, while others absorb a big part of the light hitting them and
don't reflect too much—those seem dark. And what do objects look like without light? Hint: they don't.
This interpretation will help us understand contrast. Contrast is defined as
a difference between points—the bigger the distance between them on a
value scale, the stronger the contrast. All right, but where do
different values come from?
Colors of Gray: Contrast
Take a look at the illustration below. The observer gets x of information from A, and y from B. As you can see, x is much longer than y (x=3y). The bigger the distance, the bigger information loss, so in the first situation we can see B as correctly illuminated, while A is a bit duller.
The other situation is different. Here x and y look roughly the same (x=1.3y), so they're going to bring a similar (small) amount of information.
The result from the observer's view would look like this:
But wait, why are the closer objects dark and the distant ones light?
The lighter, the more information, right? And we've just said the
information is being lost as the distance grows.
We need to explain that loss. Why can the light from very, very
distant stars come to your eyes without larger disruptions, but
buildings a few miles away lose details and contrast? It's all about
atmosphere. You see a thinner layer of air when looking up than when
looking ahead, and the air is full of particles. The rays traveling to
your eyes at a big distance hit these particles and lose a bit of
information. At the same time, these particles may reflect something
else to your eyes - mainly blue of the sky. In the end, you'll see a
leftovers of the original signal mixed with impurities - it looks
bright, but it brings little original information and a lot of noise.
Let's come back to our illustration. If we draw the loss of information with gradient, it nicely shows why close objects are allowed to
look dark. Also, it explains the visible value difference between close
objects, and similarity of value of distant objects. Now it's obvious
why objects lose contrast with distance!
There's even more to it. Our brain perceives depth by calculating the
difference between images seen by each eye, and with distance this
difference becomes less and less significant. In the end, distant
objects seem flat, and close ones are more 3D.
Edges (lines) are a side effect of a proper lighting on the picture.
If your painting looks flat and you need to draw outlines to bring
attention to the shapes, you're doing it wrong. Lines should appear on
their own as borders between two different values, so they're based
fully on contrast.
If you use the same value for two objects, you'll make them look merged.
The Art of Shading
After all this theoretical stuff you should have pretty good knowledge
on what's actually happening when you paint. Let's talk about practice
now.
3D Illusion
The biggest issue with shading is that it's about creating a 3D effect
on a flat sheet of paper. However, it's no different from drawing in 3D!
An artist can go pretty far avoiding this problem, focusing on a fully
cartoon style, but eventually if they want
to progress, they'll need to face their arch-enemy: perspective.
What does perspective have to do with shading? More than one could
think. Perspective is a tool to draw 3D objects in 2D without making
them look flat. Since they're 3D, light strikes them in various ways,
creating highlights and shadows.
Let's try a little experiment. Try to shade the object below using the given light source:
It'll look something like this:
It looks pretty flat, doesn't it? More like a simple gradient put on a 2D surface.
Now try to shade this one:
Here's what your drawing should look like now: Now
that's a different story! The object looks 3D despite the simple, flat
shades we've added. How does that work? The first object has one wall
visible, so for the observer it is actually one flat wall, and nothing
else. The other object has three walls, and we know 2D objects don't
ever have three walls. The sketch itself looked 3D to us, so it was very
easy to picture the parts that light can or can't touch.
So next time you prepare a sketch for your painting, don't draw it
as lineart. We don't need lines, we need 3D shapes! Build your
objects using figures in perspective—make the shapes show. If you define
the shapes properly, not only will your object look 3D, but you'll
find shading is suddenly surprisingly easy.
Once the basic, flat shading is done, you can refine it, but don't
add any details before that point! Basic shading defines lighting and lets you keep
everything consistent.
Terminology
Let's take a look at the correct terminology when discussing light and shadow.
Full light is the area in front of light source.
Highlight is a place where the specular reflection finds its way to your eyes. It is the brightest point of the shape.
Half light is a full light darkening gradually toward the terminator.
Terminator is a virtual line between light and shadow. It can be sharp and clear or soft and blurry.
Core shadow is the area that faces away from the light source and is therefore not illuminated by it.
Reflected light is diffuse reflection hitting the core shadow. It is never brighter than the full light.
Cast shadow is the area blocked from the light source by the object.
Although it may seem obvious, the main lesson you need to take from this is: the stronger the light, the sharper the terminator.
Therefore, a sharp terminator is an indicator of some kind of
artificial light source. To avoid it, always blur the area between light
and
shadow.
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Three-point Lighting
Once you've realized what seeing really is, photography doesn't seem
so different from painting. Photographers know that it's light that
makes a picture, and they can use it to change what they want to show.
It's said that nowadays photos are too "photoshopped", but the truth is
a photographer rarely takes a picture of something as-is. They know how
light works and they use it to create a more attractive picture, and
that's mainly why an expensive camera doesn't automatically make one a
professional photographer.
You can take two different approaches when setting lighting for your picture:
Imitate nature, creating the light as it usually occurs.
"Sculpt with light", creating a conducive light to show something as attractively as possible.
The first approach will help you create a realistic effect, while the other one is a way to enhance nature.
It's like a warrior in old, dented armor with a club in
hand versus a beautiful elf-girl in shiny, impractical armor, wielding a
magic weapon. It's easy to say which is real, but which is more
attractive and eye-catching? The decision is for you to take, but
remember to always take it before painting, not during, or only because something went wrong.
To clarify, it's about style of lighting, not about subject. You can
use realistic lighting for a unicorn or a dragon, and you can as well
ennoble the weary warrior. Sculpting with light is about putting the
light sources exactly where they should be to emphasize the outlines of
muscles or the shine of the armor. In nature it rarely works this way, and
usually all objects of the scene look like a whole. Therefore, I'd
suggest the natural method for landscapes and the enhancing method for
characters, but by mixing both methods you can create even better effects.
Realistic shading can be learned from nature only. Don't use pictures
of others or even photographs, because they can use "cheating" you
won't even notice. Just look around, keeping in mind all you see is
light. Locate the specular and diffuse reflection, observe shadows and
create your own rules for it. However, you need to keep in mind that
people pay more attention to the details of a photo or painting than
they do to the general world around them. Images are easier to "absorb",
since they engage only one sense, and can be focused on. The
consequence is your pictures are going to be
compared to other still images, not to reality.
If you choose the other approach, there's a trick I can show you.
Photographers call it three-point lighting, although you can also use a two-point method for a more natural effect.
Let's start with a simple object. This teddy bear has been put in a space with a distant, weak light.
Let's put a strong light source pointed directly at the bear's front
side. Use it to add in primary lights and shadows, then blend the
shades. This strong, direct
light source is known as a key light.
To drag the teddy bear out of the darkness, let's put it on an
infinite ground. The ground is affected by the light source and a
cast shadow appears. Since rays hitting the ground are diffuse, they
are reflected at the teddy bear too. There's also a thin layer of
blackness under the bear—it's called crevice shadow and it occurs every time the object isn't merged into the ground.
Let's put our teddy bear in the corner of a room. This time, light rays hit
the walls too and we've got a lot of diffuse reflection everywhere.
Therefore, the darkest areas of the teddy bear get a bit of illumination
(not as bright as from the direct light, though) and the contrast is
balanced.
What if we remove the walls and add some thick atmosphere instead?
Light is going to be scattered, and we'll still have a lot of diffuse
reflection. Soft light or diffuse reflection coming from the left or right of the key light is called fill light and is used
to fill shadows which are too dark. If you stop here, you've created two-point
lighting, which often occurs in nature, where the sun acts as a key light and
diffuse reflection from the sky creates the fill light.
We can add the third "point" to it, the rim light.
It's a back light, usually placed so that the object blocks most of the
light from reaching the viewer's eyes. Rays avoiding the object create a
clear edge, distinguishing the object from its background.
Rim light doesn't necessarily need to create a thin "rim". Its
function is just to make a rim pop out, so you can use any direction and
sharpness you need. One more tip: even if you're not drawing a background, paint the
object as if it had some environment. When painting digitally, you can
even create a kind of background-dummy on a different layer, with messy
patches of light and shadow that will help you calculate what should affect the object.
Conclusion
Light forms everything we see. It constantly hits our eyes, bringing
information about the environment. It's the primary source of every
image,
and should be considered as the only thing we can paint. If you
want to paint realistically, forget about lines, about well-known
shapes—see them as something invisible, swamped with light. Stop
separating
art and science—without optics we would see nothing, and we would paint nothing. For now it may look just like a bunch of theory, but look around and you'll realize it's everywhere. Start using it!
This article was focused on value, but that's only a part of amazing
things light does to our eyes. Stay tuned for the second part, all about
color in painting!
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