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Fantasy Art Tutorials in the FARP Section

By :-) William Li, Gallery 6.
 
 

Transparency

 
© 1998 William Li, except where stated otherwise.
Newtek LightWave3D was used for creating 3D CGI.


 

Overview

In viewing the images of the previous chapters, didn't you think sometimes that they were about glass objects?  That's not very surprising, since glass is also highly reflective.
In this chapter I will first demonstrate a method in Part 1 to quickly achieve transparent looks on objects. No explanations will be given here.
If you really want to understand transparency you can read Part 2. We will have a look at light behaviour and at some rendered images.
Understanding transparency will help you in drawing transparent objects, but it will not make it any easier. The advantage of this added knowledge however, is that you can draw much more oddly formed transparent objects ;-)


 
 
 Part 1: Drawing basics

Orbs

Consider this background (a test pattern):
To draw a transparent object it is obvious that you see through you object.   
In this example I will use an reddish oval orb: a red ruby.   

As you can see the background influences the red: it's not all red you see, but a mixture of colours*.   

Add your shadow to the image now, if you need one. Adding them later will be very difficult (unless you use layers :-)).   

* For more information about light and colours, see the F.A.R.P. index about Color.

Our light source is at the top left.   
Make a darkening gradient towards the light source.   

Most transparent objects are somewhat reflective as well. I would advise not to draw any reflections, because they distract the viewer too much.   
If you do want reflections, add them now. Be sure to keep them transparent.

Put a highlight in the direction of the light source (see Chapters 1 or 2).   
Highlights are the only necessary reflection I would put in.
Put a second highlight opposite of the first highlight. You may make this one more blurred.  

Voilà, your transparent orb is ready.

 
Hey, how about the lens effects I see on round objects? you ask?
Well, this is more difficult to draw. The "effect" is called refraction (discussed in Part 2). Adding this effect to your object will make it much more realistic. A comparison:

Many bitmap editing software have a function or a plug-in that can do this effect for you, e.g. in Photoshop this effect is called Spherize. If you have the possibility to use this effect, do make use of it!
Please note: this is for round objects only!  It should be quite obvious that you can't use this effect for blocky objects.
If you're drawing with traditional media or you're drawing a transparent object that's not like a ball, you can still suggest or simulate this refraction. For this I'd recommend to read Part 2. There you will find lots of reference material to simulate this refraction. Or you can collect objects (transparent bottles, orbs, rods etc.) for reference!
 
 

Blocks

In round objects like the orb above, the underlying image is warped or bent. In blocky transparent objects the underlying image is shifted.
If you're looking straight on a flat blocky object, there should be little to no shifting.
Because this effect is pretty simple to achieve I refer to part 2 below. In part 2 you'll see some rendered samples of blocks. If you want to draw better "shifts" take a good look at how the lines shift.
 
 
— •  End of Part 1 • —
 

 

 Part 2: Understanding transparency

Traveling light

Transparency is the property of a material to let light pass through it.
When light rays arrive at an object, they do the following:
  • one part of the light rays bounces back from the material,
  • one part gets absorbed,
  • the rest passes through the material.
While passing through the material these light rays can get "filtered". This means that only a part of the light spectrum actually passes through resulting in a particular color. You can find a elaborate description in the F.A.R.P. main index, called Color.



 
 

Light interpreted

What do we actually see when we look at a transparent object?


2.0 — three types of light rays reach our eyes

The image above shows the types of light rays that makes us see the object:

  1. Light bounces off the surface of the object: we see (the reflection on) the surface of the object. This is already discussed in the previous chapters.
  2. Light from behind the object passes through the object and reaches our eye: we see through the object. So we conclude that surface A is transparent.
  3. Light reflected on the inside of the object makes us see surface B: we see inside the object. Now we conclude that the object has two surfaces (A and B). There are lots more reflections inside the object giving us the impression of the structure of the object.


 
 

Refraction

In figure 2.0 you see that I've drawn ray numbers 2 and 3 as a crooked light rays at entering or exiting the block. This is called refraction. Refraction means "bending" of the light ray. The ray's direction changes when it travels through different materials. In physics the level of refraction is indicated with a refraction index. Each material has its own ray bending characteristic. In space (vacuum) rays don't get bent; the refraction index of vacuum is exactly 1. The higher this number the more a ray gets bent.

In the previous chapter I introduced the surface normal, which indicates the direction of a particular spot of the material's surface. The refraction index determines how incoming rays will be bent towards this surface normal.

2.1 — Refraction index and the surface normal. Left: "no" refraction. Right: refraction.

Below are some examples of different refractions. Please don't mind the shadows. They are not realistic (a problem inherent to the ray-tracing theory). To make the materials comparable I've made them colourless. You'll also see names with the images so you can relate better to the refraction index.

Please study the images. Compare and look for the differences, see how the lines behind get distorted. You can use these images for reference!
After you've had a good look at the images, I'll explain what the refraction index does in light bending.
 
 

Block

Setup  
A  transparent block hovering in front of a tiled surface at some distance.   
  • The sun is shining from top right (you can deduct this from the shadow). 
  • The environment is black.
Water  
Refraction index: 1.333   

The white light you see at the bottom part of the block is reflected and accumulated light (due to refraction / reflections inside the block).   
You'll also see the refraction of light rays on the top and side faces of the block.

Glass  
Refraction index: 1.500
Crystal  
Refraction index: 2.000
Diamond  
Refraction index: 2.417
Iodine crystal  
Refraction index: 3.340   

If you compare this image to the first (water), you see that the side faces of the block show almost nothing of what's behind them (the reflected strips "inside" get thinner).

Block refraction: explanation
The bending of light determines what you see on the faces of a transparent object (quite obvious, right?).

I'll be using the ray-tracing method: a ray starting from your eye to determine what you're seeing.


2.2 — Refraction index = 1

In figure 2.2 you see a block with refraction index 1. Rays pass right through it. This can only happen in vacuum (space) of course, but for our demonstration this shows the difference better. Even the air around us bends light! (refraction index = 1.003).
In this case our eye will see a piece of the green block through the front surface.
Try to figure out what you will see in the top surface. This should be very easy ;-).
 


2.3 — High refraction

Figure 2.3 shows a highly refractive block. The refraction is so high that we see the bottom surface of the block squashed to just a strip. And through the front surface we can even see the red ball on the other side!
Try to figure out what you will see in this top surface.

Compare this refraction construction with the computer rendered blocks above.
A surface can show:

  1. a pure reflection,
  2. a pure refraction,
  3. reflection(s) and refraction combined.
The internal reflections make it difficult to determine what's reflection and what's refraction. However, using this information should enable you to discern between them.
 

Drop shape

Again: Please don't mind the shadows. They are not realistic (a problem inherent to the ray-tracing theory).
Setup  
A drop shape resting on a tiled surface.   
The contact surface is the area of the drop that touches the grid surface.   
  • The sun is shining from top left
  • The environment of this scene is black.
Water  
Refraction index: 1.333   

Notice:   

  1. the two opposite highlights of different form. (I will explain this later)
  2. the curving of the lines at the rim of the drop.
  3. the gradient (light-dark) within the drop
Glass  
Refraction index: 1.500   

Here the contact surface is starting to show more clearly.   
Also the reflection of the environment is much more prominent. That's the black belt around the drop; of course this is whatever colour is in the environment.

Crystal  
Refraction index: 2.000 
Diamond  
Refraction index: 2.417
Iodine crystal  
Refraction index: 3.340   

Notice the increased magnifying glass effect in the center of the drop.   
 

Drop shape refraction: explanation
 
figure 2.4 — Reflections of highlights
Figure 2.4 shows how you get to see the double highlights in transparent objects: 
  1. The primary highlight is the one reflected off the outer surface. 
  2. The secondary highlight is the one that is reflected off the inner surface of the object. Due to refraction this highlight may not be where you would expect it.
Logically if you have a really weird transparent glob (some multi-orbed object) you could also have more than two highlights. It all depends on how the light is refracted inside and how it gets out of the object.
 



 

Fresnel effect

This is an effect for transparent materials introduced by the French physicist Augustin Jean Fresnel (pronounced fra nel).
Basically the effect results in the following:
The more perpendicular you look at a surface, the more transparent it is. If you'd look at 90° on a surface, it should be transparent (at the maximum level of the material). If you'd look to the surface at an angle of e.g. 10° it should just only reflect or glance off surrounding light. Often you can see the Fresnel effect on open sea.
The image illustrates the effect.

figure 2.5 — viewing angles on a surface.


figure 2.6 — demo Fresnel effect

In figure 2.6 you see a drawing using the Fresnel effect. You can see stick in front go through the water. The reflection may be a bit confusing though. The underwater part of distant stick should not be visible. Only a reflection on the water shows. You may also notice that the water in front is darker. That is because that part is transparent (it's darker underwater).
Notice also that the underwater part of the stick in front is distorted due to refraction.
 

— •  End of Part 2 • —
 


 
 

Conclusion

This concludes transparency. I have shown you several aspects to keep in mind when drawing transparent objects. Transparency alone is not enough to make a material look real. You should add reflective properties to it as well.
You have noticed that drawing refractions in nigh impossible, but...
here's the big eye-opener:
Because it is so difficult to comprehend and imagine refractions you usually do not have to construct them. Just fake them. Nobody will be able to verify that what you've drawn is correct or false! :-D

Using the method at the beginning (orb) will often suffice. If you'd make a roundish bottle, it's perfect. If the bottle is cylindrical use the highlights as in a reflective cylinder with the inverse shading shown with the transparent orb.
Only when it is too obvious you should pay attention to refraction, e.g. in case of a magnifying glass. For these specialistic purposes I have provided the reference images above which you can draw from.

Anyhow, don't feel daunted by this tutorial. It's meant as a guide and a reference. Make your drawings, compare them with this information or photographs and see what you can learn from it.
And have fun while at it. That's the best way to learn drawing!
 
 
 



To chapters:
  1. Introduction
  2. Fast metal
  3. Understanding and refining reflections
  4. Transparency


Back to the FARP main page.


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