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Book Cover
Book
Author Robertson, Scott, 1966- author, illustrator.

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

Publication Info. Culver City, CA : Design Studio Press, 2014.

Copies

Location Call No. Status
 GDL Casa Verdugo Library Non-Fiction    741.2 ROB    DUE 06-04-19
 PAS Central Library Non-Fiction, 3rd Floor    741.2 ROB    DUE 06-28-19
1 copy being processed for GDL Central Library Non-Fiction.
Edition First edition.
Description 272 pages : illustrations (chiefly color) ; 29 cm
text rdacontent
still image rdacontent
unmediated rdamedia
volume rdacarrier
Note Includes index.
Contents 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 --
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 --
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.
Subject Drawing -- Technique.
Perspective.
Shades and shadows.
Rendering (Computer graphics)
Added Author Bertling, Thomas, author, illustrator.
ISBN 9781933492964 (paperback)
1933492961 (paperback)
9781933492834 (hardcover)
193349283X

 
    
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