Summary

Krenz argues the importance of a finding a proper value sense and system. Viewers can be made aware of shapes even with the smallest variations in tone. Tone is important to depict detail, but it is up to the artist to simplify if necessary and still depict the impact. Krenz-Lighting Lecture 2 HW Materials

Minimum Detail Standard

Simplify complex gradients and details into a single value Light is dominated by impact and impression, not the detail.

  • go for practicality, what covers the impact with the shortest amount of details possible first. We care more about the information density, rather than something clean and structured, so go fragment lines and let the viewer handle the completion (gestalt theory)

Use Two Value Studies as a base (55:00)

Refer to the assignment for details on how to properly do said studies.

In a two-value study, the only language is shapes. If we use a two-value study as a base, we have an immutable point if we up the complexity and screw up. In other words, we won’t have to waste time fixing any shapes we might destroy in rendering. The only thing we modify are the two tones that are locked in shape.

Preserving the Shapes

Once the two-value distillation is done, select and erase the white shapes. You now have the black and white shapes separate to add tone variation whilst respecting their masks, preserving their shape.

Tone Identification (1:10:00)

Ideally memorize a value scale, and have whatever values you see map to it.

  • For reference, this is a 10 value scale that maps to 0-100 on the value slider. There is a clear logic and reasoning behind what values are chosen. If a value is transitioning dark to light, how many steps on the value scale does it take? Values on the same master tone should not depict too drastic of a jump. Krenz calls this a “one-step” difference, or under 10 value. Single digit variations are still noticeable, but errors of 20-30 are quite egregious, and will be recognized as another color block.
  • Highlights can be done with only a one-step jump. They still fall under gradation rules relative to the original material, don’t make them white for everything.
  • Smaller details can be as little as 1 or 2 DEGREES.
  • Better to prioritize accuracy rather than color picking based on hasty impressions.

Edges Identification

Just like value, edges have a scale 1-4 base on the information lost. 1(sharp)2(firm)3(soft)4(lost)

Other Concepts

  • Ambient Occlusion(AO) Painting vs Polygonal Lightning method simulate 3D based on irl lighting rules. AO method works with more threshold(value), harder for newbies.
  • Edge identification 1(sharp)2(firm)3(soft)4(lost)
  • Surface reflection of light phenomenon (Bounce light?)

Lingering Thoughts/General Impressions

  • Krenz has a way to turn a color reference into two values, and selectively pick out those parts as separate layers. (Threshold or Posterize + Select Similar)
  • I should slow down when it comes to choosing values. With a small color wheel, even minor variations can be too much of an increase. I also don’t really have a sense for light/shadow transitions or highlights, or anything dark for that matter.
  • I really underestimated the power of two values. Keeping the main shapes as a mask was also quite obvious in hindsight