Composition

Balance

We are daily bombarded with so much information our mind has unique ways to manage all this information. One of the most basic concepts of graphics is that the human mind seeks to identify patterns. Even when a scene contains essentially random elements, the mind looks for order.

If a point is placed within a frame, and the point is located in the center, a viewer will recognize that the pattern is symmetrical and thus balanced. If the point is displaced from the center, symmetry will be lost and a sense of imbalance will result, but complete symmetrical balance within a composition is usually uninteresting; a general rule, complete visual symmetry should be avoided.

So, how do we have a balanced illustration and not have the focal point in the center of the frame?

It is the illustrator’s responsibility to ensure that within his illustration there is some kind of order imposed on the objects enclosed within the frame. This order can follow some established formulas. One rule is called the Golden Section. The Golden Section is the proportional relation between two divisions of line or two dimensions of a plane figure such that short : long :: long : (short + long)

Golden-section

If the point is displaced from the center the addition of another point displaced an equal distance from the center but in the opposite direction will restore the feeling that the composition is symmetrical and thus balanced. A similar relationship can occur even if the points have different visual weights. If the center of the frame is thought of as acting like a fulcrum, then a “heavier” point close to the center counteracts the weight of a “light” point located farther away in the opposite direction. The size of an object, its tone, and its nature all contribute to a viewer’s subjective evaluation of how much visual weight the object has.

 

 

Subject Placement

The rule of thirds is one of the most important and often referenced rules of subject placement.

Imagine that your rendering canvas is divided into thirds, both horizontally and vertically.

The rule of thirds says to align the center of interest with one of the points where those lines cross. That means the center of interest is one third of the way “into” the picture space – from either the top or bottom, and from either the left or right; it’s not in the middle.

In the above illustration my subject placement, which is my center of interest, is the front entrance.  Notice how I placed my center of interest where the bottom right lines cross?

Counterpoint

You can improve the rendering composition by creating a counterpoint. If you place the center of interest in the thirds position, you can place a secondary focal point at the diagonally opposite thirds position.

Horizons

natural extension to the rule of thirds is to place your horizon line along the one-third (bottom line) or two-third (top line) of the grid, rather than in the middle. 

Whether you place the horizon closer to the top or closer to the bottom of the picture space, depends on which you want to emphasize more: the land or the sky. If you have a dramatic sky, by all means, give it two thirds of the picture space!

Again, in the above example, I placed the horizon line on the bottom one third….

Center of Interest

Each rendering should have only one main center of interest that the viewer’s eyes are drawn to. Any other elements within the rendering should focus attention to the main center of interest.

A rendering without a center of interest can confuse the viewer. Subsequently, the viewer wonders what the rendering is all about. When the rendering has one, and only one, center of interest,” the viewer quickly understands the rendering.

When there is nothing in the rendering to bring the viewer to a particular area, the viewers eyes wander. The center of interest can be one object or several objects arranged so attention is directed to one part of your rendering.

When the center of interest is a single object that fills most the rendering, such as a red door on a white house, attention is brought quickly to it. 

A person attracts attention more than anything else, and unless the person is the main object you should leave them out of the rendering. When people are included in a rendering for scale, keep them from looking in the direction of the camera. When people look at the camera, the viewer tends to look back at them. 

Center of Interest Placement

Good composition is rarely obtained by placing the center of interest in the center of the picture; it is generally a bad idea to place it there. A lot of the times it divides the rendering into equal halves and makes the rendering boring and hard to balance. By dividing the rendering into 1/3, both vertically and horizontally, and placing the center of interest at one of the intersections, you can usually create a well balanced composition.

Back to the basics

Yes, technical skill, is necessary for a successful rendering, but, technical expertise is nothing more than a requirement with which one might then be able to do terrific renderings. Technical proficiency alone does not make for a good rendering; it is just one of the necessary parts.

Start with the basics. No matter how dull they may be, they are essential for creating a foundation that can later be built upon. Below is a list of topics that can be investigated, learned about, and eventually used in practice.

  • Center of interest 
  • Subject placement
  • Simplicity
  • Viewpoint and camera angle
  • Balance
  • Shapes and lines
  • Pattern
  • Volume
  • Lighting
  • Texture
  • Tone
  • Contrast
  • Framing
  • Foreground
  • Background
  • Perspective

Framing Your Render

We often put the photos we take into frames as a way of displaying and drawing attention to our favorite photos – but there is another type of framing that you can do as you’re setting up your virtual camera that can be just as effective doing just the same thing!

Framing is the technique of drawing attention to the subject of your rendering by blocking other parts of the rendering with something in the scene.

The benefits of framing your rendering include:

  1. giving the rendering context (for example framing a scene with an archway can tell you something about the place you are by the architecture of the archway or including some foliage in the foreground of a render can convey a sense of being out in nature).
  2. giving renders a sense of depth and layers (in essence framing a render generally puts something in the foreground which adds an extra dimension to the render).
  3. leading the eye towards your main focal point (some ‘frames’ can draw your viewer into the picture just by their shape). Some also believe that a frame can not only draw the eye into a rendering but that it keeps it there longer – giving a barrier between your subject and the outside of the render.
  4. intriguing your viewer. Sometimes it’s what you can’t see in a  rendering that draws you into it as much as (if not more than) what you can see in the rendering. Clever framing that leaves those viewing your image wondering a little or imagining what is behind your frame can be quite effective (get it wrong and it can also be quite annoying!).

Frames for renderings come in all shapes and sizes and can include rendering through overhanging branches, rendering through windows, using tunnels, arches or doorways – you can even use people (for example rendering over shoulders or between heads) etc.

Your frame doesn’t need to go completely around the edges of your rendering – they might just be on one or two edges of your render.

My rule of thumb when considering framing is to ask the question – ‘will this add to or take away from the rendering?’ Sometimes framing can just add clutter to a rendering and make it feel cramped – but at other times it can be the difference between an ordinary rendering and a stunning one.

Lastly – if you do use framing techniques you also need to consider whether you want your frame to be in focus or not. In some instances a nicely blurred frame will really add a sense of mood and depth to your rendering (in this case use a large aperture) but in other cases to have your frame in focus can help with adding context to the scene (in this case choose a narrow aperture.)

How to Use Rendering Composition

Planned images hold the viewer’s interest longer and often lure the viewer to look again. Visual artists found that following certain composition principles improves interest. Follow the steps to ensure that your renderings are impressive.

  1. Determine a primary center of interest that is the most important to you before you push the render button. Compose to emphasize that point of interest.
  2. Keep it simple by allowing only things you want to be seen to be in the render. Know that your message will be lost if numerous objects are cluttering the background. Look for an angle to avoid showing the clutter or frame the center of interest to isolate it. If clutter is still visible, keep the background unfocused by using depth of field control.
  3. Use light and darkness to your benefit. Place a light subject against a dark background and a dark object against a light background. The placement adds interest and emphasis to the renderin. Using contrasting colors can become distracting if the usage is not considered carefully.
  4. Realize that informal balance or asymmetric is more pleasing in a render than formal (symmetric) balance. Place the main center of interest off-center. Balance the “weight” of the main interest with other objects (lower impact or smaller). Understand that unbalancing the render is more effective than having the subject centered in the render.
  5. Framing is when an object in the foreground leads the viewer into the picture. Framing may give the viewer a 3D view of action in the render. Know that the best kind of framing is when the foreground object occupies three to four of the corners, leading the viewer’s attention to the center of interest. Realize that framing usually improves a picture. Understand that the “frame” does not need to be in sharp focus and that it could be a distraction if it has too much detail.
  6. Move the camera up or down or step to one side to change your render dramatically. Realize that a good way to create prize-winning renderings is to take the render from an “unusual” point of view.
  7. Leave some space in front of your subject if the subject is a person or a living thing that can move. Understand that doing so makes the object appear to be moving into, instead of out of, the render.
  8. Place linear elements such as waterways, roads and fences diagonally to give a more dynamic render than horizontals. Know that this rule is called “leading lines” because the lines lead the viewer’s attention to the center of interest.
  9. Use the “rule of thirds,” based on a principle taught in photography. Know that the theory says the eye goes naturally to a point that is about two-thirds up from the bottom of the page. Visually divide your image into thirds (either horizontally or vertically) to achieve asymmetric or informal.

5 Tips from the Masters for Better Architecture Rendering


Architecture renderings offer a distinct set of challenges for illustrators. There are elements of composition which are more evident when it comes to rendering architecture. The following are five tips to render better illustrations of structures.

1. Consider the Context

Some types of structures need to be illustratoed in their correct context. This is true for older structures as well as farmhouses. For modern buildings, the context is rarely necessary. illustrating people can also help the viewer identify the function of the building.

2. Play with the Light and Shadows

The weather and timing can provide an interesting combination of light and shadows. Light passing through columns and windows can affect the ambiance of the interiors and alter the way the structure looks. The same structure can also appear differently depending on the time of the day. Illustrate the same structure during different times of the day to see the effects of natural and artificial forms of light on the structure.

3. Focus on Lines and Shapes

A lot of architecture relies on the principle of symmetry. Curvilinear lines such as a long pathway can create movement in an image. Archways and windows can also become natural frames for an image. 

4. Change the View

With skyscrapers and longer buildings, use various perspectives for a different look. Go at the base of a tall building and render straight up. This will make the image appear distorted but creates an interesting dimension to the illustration.

5. Capture the Details

Structures are made from a variety of materials. Using a macro lens technique will help capture the various textures that make the structure look distinct.

Composition

The dictionary says: “Composition is the art of combining parts or elements to form a whole“.

Every render must have a focal point where the artist places the most interesting shapes and elements to create the center of interest. 

Start with visual thinking – putting your thoughts about what you feel down on paper. Decide on either a horizonral or vertical format.  Make some rough sketches of what you want your render to look like,  This is visual thinking: You are developing your composition, creating a center of interest by balancing the elements, moving or eliminating objects, deciding your values, and trying various combinations of foreground, middle ground and background.  

Your sketches can be only a suggesitive as you wish. Their main purpose is to arrive at a good working composition. Besides, they are fun to do!

Tilt-Shift Photography

Tilt-shift photography refers to the use of camera movements on small- and medium-format cameras; it usually requires the use of special lenses.

“Tilt-shift” actually encompasses two different types of movements: rotation of the lens relative to the image plane, called tilt, and movement of the lens parallel to the image plane, called shift. Tilt is used to control the orientation of the plane of focus (PoF), and hence the part of an image that appears sharp; it makes use of the Scheimpflug principle. Shift is used to change the line of sight while avoiding the convergence of parallel lines, as when photographing tall buildings.

Another, less cost-intensive technique called “tilt-shift miniature faking” is a process in which a photograph of a life-sized location or object is manipulated so that it looks like a photograph of a miniature-scale model.

Train in 50 Incredible Photography Techniques and Tutorials

Tilt-Shift Photography Photoshop Tutorial 
This tutorial was produced using Photoshop CS2 on a PC.

8-lens-blur-settings in 50 Incredible Photography Techniques and Tutorials

Receding Hairline
With very little effort, you can take existing photographs of everyday scenes and make them look like miniature models.

Page14 6 in 50 Incredible Photography Techniques and Tutorials

Free Auto Tilt-Shift Photoshop Action 
Plug-and-play solution for preparing your photos.

 

Consider Sun Angles and Time of Day

The time of day can be important depending on the orientation of the building. (Advice based on Northern Hemisphere conditions) If the main entrance is facing East – a morning rendering will have the most sunlight. If the building is facing South – then you will have the most latitude when you choose your time of day. If the building is facing West – then an evening rendering will give you the best daylight. And if the building is facing North – then you’re screwed! 

A building with the primary entrance on the North side, i.e. – always backlit by the sun is the most difficult exterior shot to take. Consider rendering on an overcast day, in the morning or in the evening.  

Rendering in the morning or evening is the best way to ensure the shot will be within the stop range of the camera. A rendering of the South face is probably the easiest because everything is washed with sunlight so anytime of day usually works. 

The other thing to consider is where shadows of neighboring buildings fall during the day. If the building is in an urban setting, there might be a small window of opportunity when the sun shines directly on the building depending on how narrow the streets are.

Photorealistic Rendering

Here is a recent Photorealistic Rendering that I did for a client.  The purpose was to evoke a feeling of tranquility and peace, which I used light, contrast, and shadow to achieve my objective.

Level of Detail (LOD)

The level of detail you put into any drawing is directly related to a number of factors – time to invest in the drawing, your viewer expectations (audience), purpose for creating the image, and type of drawing, i.e., early concept, final presentation and everything in between. “Drawing detail” is simply how much care and time is put into illustrating specific objects and materials.

I make strategic decisions before I ever begin a drawing – one which is how much detail to put into it. LOD can be categorized as having minimal, moderate and maximum detail.

Focus 360 – Hawadi Revealed!

This video is 98% computer generated and a great example of how CG can tell a compelling story. The subject matter is a master planned community in King Abdullah Economic City in the Kingdom of Saudi Arabia. Produced entirely by the creative team at Focus 360.

Focus 360 – Hawadi Revealed! from Focus 360 on Vimeo.

Tilt Shift

Small Worlds – Preview. from Keith Loutit on Vimeo.

Focusing on the Elements of Composition in Drawing

Composition refers to the organization, arrangement, and combination of objects within the borders of a drawing space. You want to bring the eyes of the viewer toward your center of interest within an aesthetically pleasing composition.

Strong composition can intuitively engage your viewers. Many “rules” define a good composition, but these rules are only guidelines. Your personal preferences and natural instincts are also important.

When planning the overall appearance of a drawing, you need to be familiar with the following:

  • Focal point: A primary center of interest (or focus) in a drawing.
  • Overlapping: The visual separation of a drawing into foreground, middle ground, and distant space by overlapping (or layering) objects.
  • Negative space: The space within your drawing not occupied by a focal point, important subject, or area of interest.
  • Lines: Navigation tools used to guide the viewer through the different elements of a drawing.
  • Balance: A stable arrangement of subjects within a composition.
  • Contrast: Extremes of light and dark values that create shapes and patterns in your composition.
  • Proportion: The amount of space allocated to the various components of a drawing.

Emphasizing the focal point

A drawing becomes much more interesting when it has a focal point — a specific area where you want your viewer to focus the majority of their attention when looking at your drawing.

Your drawings illustrate your choice of subjects from your own unique perspective. Think about what you want your drawing to say and choose a focal point that helps you express that message.

In a portrait, the focal point may be the eyes, and in a landscape it may be one specific tree or flower. You may choose to have more than one area of focus in your drawing; in this case, you have a primary focal point and secondary focal point(s).

After you choose your main point (or points) of interest, you can use many artistic devices and techniques to highlight the point. In Figure 1, the Headde Family illustrates the following tips for emphasizing your focal point:

  • Always place your focal point off-center in your composition. Stay away from the bull’s eye. A focal point placed in the very center of your drawing space is a big NO unless you have a specific expressive or artistic reason to do so. Any object that you place dead center commands the viewer’s full attention. All the other important elements of your drawing may be ignored, and the drawing loses its impact.In Figure 1, the main member of the Headde family appears right of center. Your eye may go to this figure intuitively at first, but you still register the other members of the family off to the left.
  • Make good use of secondary focal points. Drawing less interesting objects close to the primary focal point helps direct the viewer’s eye toward your center of interest. In Figure 1, the small cluster of family members off to the left draws your eye, but then the eyes on these figures direct you straight back to the main figure on the right.
  • Use objects within your drawing space to point to your focal point. The lines of the two steps on the platform in Figure 1 lead the view’s eye to the focal point.
  • Define the focal point with more detail and a stronger contrast in values than other aspects of your drawing. The shading of the hair, eyes, and nose is more detailed in the focal point. Also, a very dark value is used to shade the pupils of his eyes and for the shadows under him.

Figure 1: In the Headde family, a primary focal point out-stages the secondary focal points.

Overlapping for unity and depth

Overlapping objects, or placing some objects over (or in front of) others, unifies a drawing, enhances depth of field, and creates an aesthetically pleasing composition.

Observe your subject carefully before you begin your drawing and plan for places where you can utilize overlapping. To overlap subjects in a drawing, you simply draw closer objects in front of those farther away. For example, if two trees appear side-by-side in a scene, consider drawing them in such a way that one is slightly in front of the other. When you overlap objects, you create a strong three-dimensional illusion.

In Figure 2, the larger child (with lots of hair) is in the foreground (the front), the light haired adult and the baby are in the middle ground, and the dark haired adult (with the grumpy facial expression) is in the distant space (behind the others).

Figure 2: Creating depth by overlapping your subjects.

Using lines to your advantage

In the cartoon drawing in Figure 1, the lines outlining the family members and objects are actual lines. The lines of the steps, on which the largest character is standing, point toward him. But of course, bold black lines, like in this cartoon or a coloring book drawing, do not outline objects in the real world around us.

Representational drawings that include realistic three-dimensional subjects can use implied lines to strengthen a composition. This means lines that are not really there, but are formed (or implied) by the edges of the shapes of the objects in your drawing.

Following the leading line

Effective leading lines can invite and encourage the viewer to enter the drawing space, explore the focal point, and linger to investigate the many facets of the composition.

Either actual lines or implied lines can be used to navigate the viewer around a nonrepresentational drawing. However, in a representational drawing, leading lines are usually implied, rather than actual. For example, in a realistic landscape drawing, a leading line can be a pathway, a river, a row of trees, or a fence. When properly rendered, the eye follows this line (or lines) directly into and through the drawing.

Most viewers begin looking at a drawing in the lower-left hand corner, making this corner the best location for a leading line.

Placing leading lines on the right side of your drawing may take the viewer’s eye out of your composition. Also, don’t put leading lines exactly in a corner. When a leading line points directly to a corner it forms the shape of an arrowhead, pointing the viewer directly out of the drawing, just as effectively as a big bold neon EXIT sign.

Lining up emotions with composition lines

Various types of lines put diverse emotions and moods in your compositions. Remain conscious of the following effects lines can have in your drawings:

  • Curved lines reflect beauty, gentleness, and calmness. The s-curve denotes balance and grace.
  • Horizontal lines create stability, peace, and serenity.
  • Vertical lines reflect strength, grandeur, and dignity.
  • Diagonal lines offer a sense of movement and power. When diagonal lines meet to form an arrow, they can direct the viewer’s eye.

Balancing subjects in a composition

Most good drawings result from carefully planning the balance of the various subjects. A balanced drawing is more aesthetically pleasing and harmonious. When creating this balancing act, you must take the sizes, placements, and values of the subjects into account.

Playing with the teeter-totter principle

Think of your drawing subjects on a teeter-totter. If your subjects are the same size, then they balance perfectly with both the same distance from the center point, as in the first drawing in Figure 3. On the other hand, a tiny object on one side balances a larger object on the other end, by being farther away from the center point, as in the second drawing in Figure 3.

Figure 3: Balancing subjects of the same and differing masses.
Without balance, your drawings may end up visually lopsided and inharmonious. Of course, if you want a particular drawing subject to appear distressing and jarring, using an unbalanced composition can help.

Arrange your objects asymmetrically. Taller objects usually look better off to one side.

Balancing values and shapes

Masses of light and dark values become shapes. These shapes need to be identified and planned before you begin to draw.

Balance dark and light values in your drawing space, in much the same way as objects. Grouping all the dark objects or all the light objects on one side of your drawing space can create a visually lopsided composition. Sometimes simply moving objects slightly to the right or left in your drawing space, or making them lighter or darker than their actual values, can balance the composition.

Placing an odd number of objects into a grouping (rather than an even number) makes a composition more artistically pleasing. Balancing three objects on one side of a composition and five on the other is much more interesting than a static arrangement of four on either side

Delegating proportions to your subjects

When you plan a drawing, you have to decide how big to make each object in the composition. The proportion of each element relative to the others depends on what you want to emphasize in your composition.

It’s completely up to you to call upon your creative mind to help you make decisions about the proportions in your composition. Ask yourself the following questions:

  • What do I consider to be the most important subject within this composition? The answer to this question may decide what your focal point (center of interest) should be.
  • Where should I put my focal point and how much of my total drawing space should my focal point occupy? Many beginners choose to make their focal point the largest object in the drawing.
  • How much of my drawing format should be background (negative space)? Negative space is sometimes thought of as a resting place for the viewer’s eyes.

Tale of Two Brains

Right-brained people are supposed to be artistic and spontaneous, while left-brainers are literal and analytical; in other words, Captain Kirk and Spock. This ubiquitous bit of pop science wisdom came out of Nobel Prize-winning neurology, and it spawned the bestseller Drawing on the Right Side of the Brain. But does the story of the two brains stand up in the age of the MRI? Produced by Dave Johns.

Right-brained people MP3

Lake Cabin Illustration

Here is a lake cabin illustration that I just completed.  The model was created in 3DS MAX Design 2011 and rendered using the V-Ray render engine.  If you have any technical question feel free to post them here.

Composition is one of the most misunderstood concepts in any form of artwork. It has been said that you can be the greatest painter in the world, but if you don’t know how to compose properly, your painting will fall apart and the same goes for digital art/illustrations/renders.

Like all illustrations of mine, this one started off in my head.  First I decide what would make this image special and I decide on a focal point.  These cabins are on a lake, very close to the water, and have windows and a deck facing the South.  I like to play with contrast so I typically place my camera about 45 degrees from my light source (in plan), with the focal point being in the light.  Since the cabins are on the lake facing South I know that you would see the sunrise so I took advantage of the glass on the sliding windows.  I chose the sunrise in the reflection as my focal point.

To bring the viewers eye to my focal point (composition is really about moving the viewer’s eye) I placed the boat in the foreground, pointing towards my focal point.  The boat was tipped slightly away from the camera so it wouldn’t bring so much attention to itself. I used yellow on the boat to help the viewer up into the image knowing the eye associates colors and the sunrise in the reflection is yellow too.  The focal point is also 1/3 to the left of center and about 1/3 below center, which is were the eye is naturally drawn to in an image.  I usually have my horizon lower, but I wanted at least as much blue water as blue sky (the water and sky are blue, which are complementary colors to my focal so it brings the illustration into balance).

Below are some screen grabs of my V-Ray settings

VFB Frame Buffer

Global Switches

Antialising

Image Sampler

Environment

Color Mapping

Camera Type

GI

Brute Force

Light Cache

Caustics

DMC

Displacement

Systems

Elements

V-Ray Camera

HDRI

Gamma

I can comfortably say that I have never used the same settings for any 2 scenes so these settings might not work for you, but it might be a good starting point. I am running a render farm with 90Gb of RAM and 24 processors so unless you have an equivalent farm these settings might be to high for you.

Below find some Photoshop CS5 post screen grabs:

(coming soon…)

Z-Depth

Below you’ll see a Z-Depth pass, yet another trick that allows you to do some post production work on your illustration.  The Z-Depth pass allows you to quickly mimic a cameras depth-of-field lens trick. Gaussian blur in post allows you, while using the z-depth channel, to control the blur from light to dark.  Doing this allows you to have a foreground, which is important for your composition, but it will not overpower your illustrations focal point.


Ambient Occlusion

Ambient = Dark

Diffuses = Light

An Ambient Occlusion pass returns a gray scale image with intersecting geometry darker. This technique allows you to do some post production using layer manipulation. Revit 2011 has some built in Ambient Occlusion capabilities so be on a lookout in the next release.

The below image was created via a script and I use this technique on almost all of my work.  It gives your illustration a more realistic feel. This is also how I create the museum board stills and animation.

What’s New in 3ds Max 2011

What's New in 3ds Max 2011

Autodesk® 3ds Max® 2011 3D modeling, animation, rendering software includes the following new and enhanced features:

  • Slate, a new node-based material editor, enables you to more easily visualize and edit material component relationships.
  • Quicksilver hardware renderer enables you to create high-fidelity pre-visualizations, animatics, and games-related marketing materials in less time.
  • Graphite modeling and Viewport Canvas tools help accelerate modeling and texturing tasks.
  • The new 3ds Max Composite feature offers high-performance, HDR-capable compositing tools and is based on technology from Autodesk® Toxik® software.
  • 3ds Max 2010-compatible format enables you to save scene files to help manage the transition to 3ds Max 2011.

Watch Videos of these new features in Autodesk® 3ds Max® 2011