How to render : the fundamentals of light, shadow and reflectivity / Scott Robertson with Thomas Bertling.

Explains how the human brain interprets the visual world around us, as well as the subject of visually communicating the form of an object in easy to understand lessons through the use of drawings, photography, and more.

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Bibliographic Details
Main Authors: Robertson, Scott, 1966- (Author), Bertling, Thomas (Author)
Format: Book
Language:English
Published: [Los Angeles, CA] : Design Studio Press, 2014.
Edition:First edition.
Subjects:

MARC

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099 |a 741.2 ROB 
100 1 |a Robertson, Scott,  |d 1966-  |e author. 
245 1 0 |a How to render :  |b the fundamentals of light, shadow and reflectivity /  |c Scott Robertson with Thomas Bertling. 
250 |a First edition. 
264 1 |a [Los Angeles, CA] :  |b Design Studio Press,  |c 2014. 
300 |a 272 pages :  |b illustrations (some colour) ;  |c 28 cm 
336 |a text  |b txt  |2 rdacontent 
337 |a unmediated  |b n  |2 rdamedia 
338 |a volume  |b nc  |2 rdacarrier 
504 |a Includes bibliographical references and index. 
505 0 |a What is rendering? + tools and materials : How we see form ; Content overview ; Tools and materials -- Light types and casting shadows : Value change = form change ; Direct, hard light ; Direct, soft light ; Light decay, A.K.A. falloff ; Occlusion ; Edge/rim light, half-light ; Multiple light sources ; Reflected light ; Sunbeams ; Atmospheric perspective ; Constructing cast shadows ; Perspective grid skills ; Form-building skills ; Construction skills ; Section-drawing skills ; The fundamentals of casting shadows ; Light/shadow direction and light planes ; Casting the shadow of a single stick in perspective ; Shadow construction with local light ; Local light shadow construction: multiple sticks on a single level ; Local light shadow construction: multiple sticks on multiple levels -- Sunlight construction ; Light plane set-up for sunlight ; Sunlight construction: finding the shadow origin and light source ; Positive sunlight construction: backlight ; Negative sunlight construction: front light ; Sunlight construction: shadow origin and light source off the page ; Sunlight construction without convergence ; Sunlight construction: casting shadows on multiple levels ; Casting shadows of wall shapes ; Casting shadows over obstacles ; Casting a stick's shadow on a wall ; Casting the shadow of a vertical stick onto an object ; Casting the shadow of a horizontal stick onto a wall ; Casting the shadow of a horizontal stick onto a wall and the ground ; Casting the shadow of a horizontal stick beyond the edge of a wall, onto the ground ; Casting the shadow of a horizontal stick over complex shapes ; Casting the shadow of an angled (leaning) stick ; Casting the shadow of a triangular shape ; Student examples ; Casting shadows of simple volumes ; Casting shadows of simple volumes: sunlight ; Casting shadows of simple volumes: Local light ; Casting shadows of overhangs ; Casting shadows of openings ; Casting shadows of complex planar volumes ; Casting shadows with multiple light sources -- 
505 0 |a Rendering the geo forms : Creating an ideal lighting set-up ; 1-2-3 read ; Lighting strategies for box forms ; Assigning values for matte surface objects ; Shadow value observation: halfway to black ; Object value and cast shadow value ; Ambient light and shadow value ; Value assignments for other sides ; Top surface, number 1 side ; Front surface, number 2 side ; Planning values ; Reflected light ; Reflected light off the ground ; Reflected light of plane reflectors ; Reflected light: double-bounce ; Local light value assignment ; Local light rendering examples ; Sloped-surface value assignment ; Planning and approach to value assignments of sloped surfaces ; Student examples ; Rendering curved surfaces ; Terminology for shading curved surfaces ; Light side, shadow side and cast shadow ; Terminator and core shadow ; Core shadow ; Form highlights ; Passive highlight ; Reflective highlight ; Reflected light and occlusion shadows ; Cylinders ; Shadow construction of a vertical cylinder in sunlight ; Shading of a vertical cylinder in sunlight ; Shadow construction of a vertical cylinder in local light ; Rendering of a vertical cylinder in local light ; Vertical cylinder rendering examples ; Shadow construction of a horizontal cylinder: sunlight ; Terminator, highlight and cast shadow edge of a horizontal cylinder ; Rendering a horizontal cylinder in sunlight: top light ; Rendering a horizontal cylinder in sunlight: side and diagonal light ; Rendering a horizontal cylinder in sunlight: sidelight ; Rendering a horizontal cylinder in sunlight: diagonal light ; Rendering a horizontal cylinder in local light ; Cast shadow construction of a tilted cylinder ; Creating practical set-ups ; Cones ; Rendering cones in sunlight or local light ; Combining cylinders and cones ; Casting the shadow of a horizontal cone ; Spheres ; Constructing a sphere ; Rendering a sphere in sunlight: top light ; Rendering a sphere in sunlight: sidelight ; Rendering a sphere in local light: top light ; Rendering a sphere in local light: sidelight ; Shadow edges ; Student examples ; Backgrounds ; Why the background is so powerful ; Traditional versus digital rendering tools ; Traditional tools of the trade ; Pencil handling ; Graphite and wax pencils ; Graphite pencil application + paper ; Practice ; Markers ; Pastels ; Wet media and other traditional techniques ; Mixed media ; The importance of mastering the fundamentals ; Digital rendering programs ; Matching values to a photograph ; Student examples -- 
505 0 |a Complex volumes : Shading simple curved surfaces ; Creating X-Y-Z form sections ; X-Y-Z form: sunlight from directly above ; X-Y-Z form: sunlight from the side ; X-Y-Z form: diagonal sunlight ; X-Y-Z form: local light ; X-Y-Z forms: planning a rendering ; Student examples ; Rendering workflow ; Student examples ; Digitally rendering an X-Y-Z form ; Cut lines ; Graphics ; Texture ; Detail and texture gradients ; Print + practice -- Rendering specific objects : Vehicle lighting strategies ; General to specific form building ; Vehicle rendering step-by-step ; Simplification for communication ; Mech step-by-step ; Character step-by-step ; Value and color relationship ; Organic form rendering / Neville Page ; Environment sketching in graphite with John Park ; Rendering environments / Robh Ruppel ; Environment rendering examples / Robh Ruppel -- Photo reference : What is good photo reference? ; How to use good photo reference ; Building a reference library -- Reflective surfaces : Angle of incidence ; Plotting reflections ; The basic idea ; Plotting reflections: concave and convex surfaces ; Value, color and perceived reflectivity ; Fresnel effect ; Digital layering strategy ; Reflection flipping ; Reflection pools and puddles ; Reflections of the light ; Reflections of reflective surfaces ; Reflections over graphics ; Cast shadows on reflective surfaces -- Reflections: indoor scenes : Understanding the scene ; Digital layering strategy ; Indoor studio rendering step-by-step -- Reflections: outdoor scenes : Understanding the sky's reflection ; Layering strategy ; Outdoor scene rendering step-by-step ; How to render eyes / Neville Page -- Rendering specific materials : Metallic paint ; Metallic paint vs. glossy paint ; Digitally rendering a metallic look ; Translucence and subsurface scattering ; Glass and plastic ; Luminescence ; Water ; How reflections distort ; Wind on water ; Rain ; Semigloss ; Textured surfaces ; Chrome ; Bronze ; Brushed metal ; Raw and machined metal ; Aluminum ; Gold ; Wood ; Rust ; Leather ; Cloth ; Carbon fiber ; Weathering ; Camera effects: motion, bloom and glints ; Depth of field -- Rendering examples : Fun with values and weathering ; Photo booth as a design tool ; Photo paint-overs ; Rendering a Sci-Fi suit with Robert Simons ; 2D rendering over 3D renderings. 
520 |a Explains how the human brain interprets the visual world around us, as well as the subject of visually communicating the form of an object in easy to understand lessons through the use of drawings, photography, and more. 
650 0 |a Shades and shadows in art.  |9 373144 
650 0 |a Perspective.  |9 322123 
650 0 |a Drawing  |x Technique.  |9 371635 
700 1 |a Bertling, Thomas,  |e author. 
776 1 8 |w (OCoLC)894026094  |w (OCoLC)904448206 
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Availability

City Campus

  • Call Number:
    741.2 ROB
    Copy
    Available - City Campus Main Collection
  • Call Number:
    741.2 ROB
    Copy
    Available - City Campus Main Collection
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