What's the general rule to plan realistic rendering, basically reflection, refraction, translucencys...i think i know all the science, but not verily well in 3d space, or, perhaps more practically applied.
>i think i know all the science, but not verily well in 3d space, or, perhaps more practically appliedProve it. What do you know? List everything you know.
>>7739039>prove intense. Now i dont feel like it. It's all high school math, reflection angles, refraction angles, translucency is more of adobe math. And that's it. The application in 3d seems to be much complex but even that are Visualized on paper quite simply so i thought you all would know more...than asking proofs and so on.So, meanwhile, let's continue to the problem.
>>7739033These are all explained methodically by Scott Robertson's How to Render. But with reflections, you need to consider the environment is the important thing. Angle in = Angle out. Do not forget about the fresnel effect. Rendering is all about values.
>>7739068>scoroHmmm, is there? Well there's no refraction. His book is pretty much pencils. I am looking for something more intuitive perhaps. Or maybe more examples. Maybe realism and refraction is the focus because they're very complex
>>7739074He also explains refractions basically saying it's unpredictable just use reference or just distort to imply it. Also it's not just pencils. You might be confusing it to How to Draw, but How to Render has a section on using different media but a lot of it, especially the part with the reflections is digital.
>>7739068I remember an anon said How to Render is basically nonsense. I forgot what he said. But it was very convincing.
>>7739084I dont always gonna have reference wont i? like a huge building. A huge glass building. The math was there, the math should be for this too.>>7739096maybe it was me? Well it's just a few pages being disappointing i guess. Like, a whole topic.
>>7739096It's nonsense if you're a /beg/ cause this already requires you to have a good feeling for form (i.e. do How to Draw first) or just dumb I guess.>>7739099There is a math to it. If it's confusing for you in book form, his companion videos can help.
>>7739116Hmmm, i dont remember this page either. Or, it was the page for Mirrors,metals? >>7739116Where do i get the companion video?I have the how to draw but the video is in his youtube
>>7739120https://scottrobertsonworkshops.com/h2re/videos/Username and password are both howtorender
>>7739124Whoa? is this in his book? Was there one for h2d? I think i gave away mine.
>>7739133It is in the book. h2d also has onehttps://scottrobertsonworkshops.com/h2dr/videos/username and pass = howtodraw
>>7739135>>7739124Someone should archive this. We know this kind of materials don't last. They will disappear one of these days.
>>7739139v hard to do
>>7739135>forgot about thisI see. I think i just went over the h2re and...the word i am looking for it "plotting". plotting reflection, is the majority of the book, so..plotting refraction, translucency, is what i am looking for.Or at least as real as a photo/ross could be, but not by referencing.
>>7739068Serious question. Is the book useless if I want to draw anime girls? I skimmed it, feels it’s for people who draw cars and robots.
>>7739433not entirely necessary, tho there are some concepts and techniques you could add to your repertoireit's good to be versatile in art, i guess
>>7739033Bump this...cuz i dont think h2re works it enough to plan, PLOT, the refractions, like, as direct as picrel/OPI mean, for clarity, take pic here, trace/line it and leave color, and then explain the refraction in red. it's rather complicated, i suppose
>>7741027I mean it's like trying to do foreshortening or drawing body in perspective after reading Perspective Made Easy. There's a gap of resources. A lot of guesswork and intuition. It all comes down to talent and experience imo.
>>7741047Well you said resources then your assumption would be The resources. Like asking scott to apply on different other things. And removing/detecting my doubts.