Skip to main content

Rendering

  • Rendering is actually 3 components:
    • Light and shadow: How it shows the form of an object
    • Material rendering: Showing how the object reflects light.
    • Texture rendering: The small forms and contour on an object.

Light and shadow

  • This is the fundamental, you need light and shadow to show the form of an object. This is often taught as the usual sphere you see in tutorials.

Material Rendering

  • This usually refers to the glossiness and specularity of the object.
  • Glossiness and specularity
  • All materials fall into specific Specularity and Glossiness. (+ transparency)
    • Glossiness = smoothness of an object
      • A glossy object will have sharp, clean highlights. (ie: it's a smooth object, just like a criminal.)
      • A non-glossy object will have blunter highlights. (ie: it's a rough object.)
    • Specularity = How well light is reflected off an object
      • A specular object will reflect light very well
      • A non-specular object will not reflect light very well. (light is absorbed instead of entering out eyes)
    • Example: A bumpy metal sphere can reflect light well, but it won't be clear, so it has high specularity but low glossiness.
    • Example: A cue ball can doesn't reflect , and it will be clear

Texture Rendering

  • Surprisingly, texture is different from material rendering.
  • You've probably noticed that freshly chopped wood is very not rough, but.... often wood that is treated is very smooth! (Sanded wood)
  • So texture is a separate thing.
  • Anyway, texture is basically micro-forms.

Putting it all together

  • see this video at this point in time: https://youtu.be/XaVybuZsZs4?si=SpT26QxWw6IjVmt6&t=1067
    • Often, you will be layering material and texture rendering over each other over and over again, and that is okay.
    • Basically, start from the bottom layer, material render it, add form, material render it, add texture again.
  • Also blessed video thank you for not using special brushes. Just hard round one, no gimmicks.
  • Also it's single layer.