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Ambient Lighting: Sphere |
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Come to learn how to take your pixel art to the next level, have we? Particularly interested
in alternative lightsources? I suppose I'll share a bit of my knowledge, though,
I expect you to be able to keep up. If you havent mastered basic colors, leave
now, you wont learn much in this exercise. |
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![]() ![]() To our left, a circle with an outline. To our right, a simple sphere with a primary lightsource. Notice how the edge would glow on a shiny sphere. |
• First, in order to have a sphere, we must have a circle... and we are going to outline it for visibility's sake. Simple enough, I hope to presume. Next, we define a primary lightsource to strike the sphere. Given the angle of the round reflection on the ball, the lightsource is undoubtedly in the upper right hand corner, and also, if you could imagine so, out somewhere in front of your monitor. Let us assume that it is a normal lamp lighting this sphere. Becuase of the nature of a glossy sphere, the areas near the perimiter outline are also highlighted by this lightsource. My knowledge of the physics to describe why this happens is not with us today, so I wont pretense the notion of expertise in this matter. Just know that it happens, and it is for this reason I have chosen a glossy sphere for this tutorial. Please note that i did not bother do accurately shade the underside of the sphere that is not hit by light... at least not yet. Be patient and read on. |
![]() Notice how the perimiter of a glossy sphere shines, regardless of the absence of a direct lightsource underneath of the sphere. |
• Now let us assume that the sphere is sitting in a normal room that is well lit, with
the primary lightsource being the nearby lamp casting the shine on the top right
of the sphere. Because there is other light sources bouncing every which way around
the room, light rays hit the edge of the round sphere and onto your retina. This
will create a ring of light near the perimiter of the sphere, irregardless of
the fact that the main light source is on the top right side of the sphere, not
the lower left hand corner. Pay no attention to the outline inconsistencies in
the sphere, i promise to fix it later. Note that there has been a bit of shadow
added where the main light source would cast a shadow on the rest of the sphere.
This darkness is a very crucual aspect of intense ambient lighting effects, as
you will see next. |
![]() ![]() More shadow has been added, yet the glowing perimeter only grows brighter, well relatively speaking anyways. |
• lets add the shadow that this sphere deserves, given the intense lightsource that
is apparently nearby. The shadow cast only gets darker, and yet the glossy ring
still remains around the sphere. Why? just because the main lightsource is a bit
more intense now, does not negate the fact that the other light within the room
is being reflected off of the glossy surface around what you percieve to be the
edges of the sphere. Although we havent touched the brightness of the glossy ring
on the bottom of the sphere, it appears brighter than ever. Thanks to the added
shadow, it only seems that way. These are all applicable concepts which are well
known in traditional art books, and i teach it to you now to help you add realism
to your pixelated renders. Getting back to the point, the luminosity of the gloss
did not change, but note that it was carefully blended into the shaded regions.
In fact, ever aspect of this sphere is heavily AA'ed.... why? Because without
it, the sphere wouldnt look smooth, would it? If your ambient lighting sources
are not blended into the shadows... then the effect might wind up hurting your
render in an aesthetical sense... which brings us to another observation. |
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