Mathematical highlighting Beginner | Rating: 6.29 Votes: 21 Views: 25993 | By: frenchkid  |
| Category: General Subcategory: Brushes and tools | Date: 2006-07-08 10:29:37 |
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Funky mathematical thinking…. By Cenotaphe, the upside down mini-student… (http://www.cenotaphe.net) Here’s the very comprehensible exemple of the stop signe. If you take a zenithal lighting, the side stays the same color, the top is the the most highlighted, and the bottom side is the darkest possible, and I’ll let you figure out what goes on the inclined sides  The following picture shows what it should look like. During a mini stage, where I was explained the zenithal way of painting, my warped brain tried finding a mathematical way to define the luminosity that should be applied to the different areas of a mini…. And we managed to find something!! The idea is to use the slope of the tangent to the surface. The luminosity coefficient that should be given to the surface is equal to the opposite of the inverse of the tangent to the surface. In the first column of the grid in the illustration you have the coefficient of the tangent, in the second column the opposite of the inverse of the tangent. The third column then shows the color as it comes out with the correct luminosity (the base color being on the side of the cylinder). Here you can see in perspective the result, as it would be applied to the half cylinder. Of course this small equation only takes into account a unique source of zenithal lighting. The algorithm would need to be much more advanced to take into account more complex lighting with multiples sources of different intensity, which as most probably already been done in the field of 3D rendering. Translation done by FrenchKid, Article by Jeremie Bonamant and Cenotaphe |
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JojoTheFlamingMonkey
25 June 09 |  |
Rating: 8
Yep, that'll do. I think perhaps you would have been better off using surface normals and vectors, and comparing the vector made by the surface normal to the vector made by the direction of the light hitting said surface. No math involved and intensity can be guessed by comparing the directions of the two vectors (arrows). It's a visual method that's pretty immediately understood so long as some simple definitions are taken care of first.
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supersimplerenji
01 April 09 |  |
Rating: 7
interesting idea, but takes too long. Better to just grab a solid object and use a lamp to aim it at which position u like. I prefer to be time over calculation.
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Yogimu
06 March 09 |  |
Rating: 5
interesting concept but if you just shine a light on your miniature and observe the highlights and shadows then you don't need to have your calculator and a teeny tiny tape measure to hand. Still, useful for the less observant among us I guess.
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Harok
06 August 08 |  |
Rating: 10
Hah! XD
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A Luna
23 March 08 |  |
Rating: 10
a 10 to annoy other people
but this is what happens if you havent got humour... relax and laugh some more
interesting article though
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Ghaffasa
23 January 08 |  |
Rating: 1
an incorrect and a completely pointless article
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crossfit
18 January 08 |  |
Rating: 10
This is awesome. I love it. I don't understand the math but seeing the gradients in this context is very helpful.
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lhfs1
26 September 07 |  |
Rating: 2
Painting minis aint math
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samwisethegreat
19 September 07 |  |
Rating: 5
It's logical to figure that the higher areas are lighter. You dont need a mathematical formula to work it out.
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Frank Battaglia
13 August 07 |  |
Rating: 1
Unfortunately, it's also incorrect. The light reflected off of a diffuse surface by a single source is proportional to the cosine of the angle between the surface and the light, not 1/tan.
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frenchkid
05 August 07 |  |
heuuu no, the article is not for people who want to paint for copetition. It's a joke !!
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AinuLainour
04 August 07 |  |
Rating: 8
*yack - the point of this article is for people who want to paint well, for competition. It obviously isn't taking the fun out of it for many of us.
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yack
27 January 07 |  |
Rating: 3
wow, you must really have a lot of time on ur hands to work somethin like this out, and i really do not wanna do equations while painting- its supposed 2 b fun remember
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Ogrebane
12 July 06 |  |
Rating: 8
So I guess this can be used if there are two surfaces to work out how much light will be rflected onto each surface. Might be fun to have a go at it. Nice tute thanx
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frenchkid
11 July 06 |  |
answer from jermie : Article done for fun but it's a good way to understand zenithal lighting, some humour may be required ...
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Lord Warrior
11 July 06 |  |
Rating: 10
Well, this is interesting fact, especially for Electric engineer like me, but I realy do not want to bother wit math while painting.
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snapple
11 July 06 |  |
Rating: 2
An interesting fact....thats not what articles are for. They're to help and give USEFUL information. I hate To give it such a low score, but i can't see the use of it, despite that barley anyone can get the jist of what your saying.
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DaN
10 July 06 |  |
Rating: 6
I think this might've been better off as a thread, as, in your own words, you're not sure it has a specific use!! I don't understand the maths LANGUAGE you use, but I understand the meaning - if you're planning on having this as an informative article I think you need to decipher the Maths patois for those less versed in Cosines and tangents :p
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frenchkid
10 July 06 |  |
Small rectification: The article was written by Jermie and the picture where provided by cenotaphe, original idea is from both of them.
And I don't think it is meant to have any specifique use, just an interesting fact ...
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JustAnArtist
09 July 06 |  |
Rating: 10
OMG, OMG ONE ELEVEN !!!!
Hell, im a looser in math so im more than impressed of your work.
Well done, very well done.
But to be honest, whatfor i can use it? I allways set highlights without that and just go with my feeling. But on the other hand, it some cases it could be very usefull ... maybe.
Whatever, a 10 for your invested time and your work.
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