This chapter focuses on the principles that regulate how well a composition of lines and shapes conveys the illusion of a three-dimensional construction or spatial environment on a two-dimensional surface, be it a sheet of paper, an illustration board, or a computer monitor. While lines are essential to the task of delineating contour and shape, there are also visual qualities of light, texture, mass, and space that cannot be fully described by line alone. In order to model the surfaces of forms and convey a sense of light, we rely on the rendering of tonal values.
Vision results from the stimulation of nerve cells in the retina of the eye, signaling patterns of light intensity and color. Our visual system processes these patterns of light and dark, and is able to extract specific features of our environment—edges, contours, size, movement, and color. If seeing patterns of light and dark is essential to our perception of objects, then establishing contrasts in value discernible to the eye is the key to the graphic definition of light, form, and space.
Through the interplay of tonal values we are able to:
Using the traditional media of pencil and pen-and-ink to make dark marks on a light surface, there are several basic techniques for creating tonal values.
These shading techniques all require a gradual building up or layering of strokes or dots. The visual effect of each technique varies according to the nature of the stroke, the medium, and the texture of the drawing surface. Regardless of the shading technique we use, we must always be fully aware of the tonal value being depicted.
Hatching consists of a series of more or less parallel lines. The strokes may be long or short, mechanically ruled or drawn freehand, and executed with either a pen or a pencil on smooth or rough paper. When spaced close enough together, the lines lose their individuality and merge to form a tonal value. We therefore rely primarily on the spacing and density of lines to control the lightness or darkness of a value. While thickening the linear strokes can serve to deepen the darkest values, using too thick of a line can result in an unintentional coarseness and heaviness of texture.
Crosshatching uses two or more series of parallel lines to create tonal values. As with hatching, the strokes may be long or short, mechanically ruled or drawn freehand, and executed with either a pen or a pencil on smooth or rough paper.
Scribbling is a shading technique that involves drawing a network of random, multidirectional lines. The freehand nature of scribbling gives us great flexibility in describing tonal values and textures. We can vary the shape, density, and direction of the strokes to achieve a wide range of tonal values, textures, and visual expression.
Stippling is a technique for shading by means of very fine dots. Applying stippling is a slow and time-consuming procedure that requires the utmost patience and care in controlling the size and spacing of the dots. The best results occur when using a fine-tipped ink pen on a smooth drawing surface.
2D drawing and 3D modeling programs usually permit colors and tonal values to be selected from a menu or palette and assigned to the surfaces of forms. Image-processing software further allows the creation and application of visual textures, some of which mimic the traditional techniques outlined on the previous pages.
Shown on this and the facing page are two digital examples using simple gray tones and gradients. The first illustrates a line-and-tone technique to model the forms.
This example of a pure tone drawing relies primarily on the selection and arrangement of tonal values to model the three-dimensional qualities of forms.
White represents the lightest possible value and black the darkest. In between exists an intermediate range of grays. A familiar form of this range is represented by a gray or value scale having ten equal gradations from white to black. It is worthwhile to practice producing both a stepped series and a graduated scale of tonal values using a variety of media and techniques.
We use the term “texture” most often to describe the relative smoothness or roughness of a surface. It can also describe the characteristic surface qualities of familiar materials, as the hewn appearance of stone, the grain of wood, and the weave of a fabric. This is tactile texture that can be felt by touch.
Our senses of sight and touch are closely intertwined. As our eyes read the visual texture of a surface, we often respond to its apparent tactile quality without actually touching it. We base these physical reactions on the textural qualities of similar materials we have experienced in the past.
“Modeling” refers to the technique of rendering the illusion of volume, solidity, and depth on a two-dimensional surface by means of shading. Shading with tonal values extends a simple drawing of contours into the three-dimensional realm of forms arranged in space.
Since the definition of edges gives rise to shape recognition, we look to edges to discover the configuration of the surfaces of a three-dimensional form. We must therefore be careful how we define the nature of the edge or boundary wherever two shapes of contrasting values meet. The skillful manipulation of tonal edges is critical to defining the nature and solidity of a surface or object.
While tonal values can imply depth on a flat drawing surface, we turn to light to more vividly describe the three-dimensional qualities of forms and spaces in our environment. Light is the radiant energy that illuminates our world and enables us to see three-dimensional forms in space. We do not actually see light but rather the effects of light. The way light falls on and is reflected from a surface creates areas of light, shade, and shadow, which give us perceptual clues to the surface's three-dimensional qualities.
The light-and-dark patterns we see emanate from the interaction of light with the objects and surfaces around us. Within these patterns of light and dark shapes, we can recognize the following elements:
A range of digital techniques exist for modeling and simulating the lighting of three-dimensional forms and spaces. The simplest approach is ray casting.
Ray casting is a technique that analyzes the three-dimensional geometry of forms and determines the illumination and shading of surfaces based on their orientation to an assumed light source. The primary advantage of ray casting is the speed with which an illuminated three-dimensional image or scene can be generated, often in real-time. This makes ray casting a useful tool in preliminary design to study the solar consequences of the massing and composition of building forms and the shadows they cast.
Ray casting, however, does not take into account the way light travels after intersecting a surface and therefore cannot accurately render reflections, refractions, or the natural fall off of shadows. For this, ray tracing is necessary.
As a ray of light travels from its source to a surface that interrupts its progress, it may be absorbed, reflected, or refracted in one or more directions, depending on the material, color, and texture of the surface. Ray tracing is a digital technique for tracing these paths to simulate the optical effects of illumination.
Local illumination is a basic level of ray tracing that is limited to direct illumination and the specular reflections of light rays. While local illumination does not take into account the diffuse inter-reflection of light among the surfaces in a three-dimensional space or scene, some ray tracing programs can approximate this ambient light in their lighting algorithms.
A better predictor of how a space would be illuminated by any number of light sources is global illumination. Global illumination techniques use sophisticated algorithms to more accurately simulate the illumination of a space or scene. These algorithms take into account not only the light rays that are emitted directly from one or more sources. They also track the light rays as they are reflected or refracted from one surface to another, especially the diffuse inter-reflections that occur among the surfaces in a space or scene. This enhanced level of simulation comes at a cost, however. The process requires time and is computationally intensive, and should therefore be used only when appropriate to the design task at hand.
The drawings on this and the following seven pages illustrate how we can use tonal values to enhance spatial depth and focus attention in various types of architectural drawing.
The principal use of tonal values in floor plans is to emphasize the shape and arrangement of cut elements.
We use tonal values in section drawings to establish contrast between the cut elements and what is seen in elevation beyond the plane of the cut.
We use contrasting tonal values in elevation drawings to define layers of spatial depth. The most important distinctions to establish are between the cut through the ground plane in front of the building elevation and the building itself, and between the building elevation and its background.
In paraline drawings, the three-dimensional nature of forms and the spaces they define are more readily apparent than in plan, section, and elevation drawings. Tonal values are therefore used primarily to articulate the orthogonal relationship between horizontal and vertical planes.
In perspective drawings, we use tonal values to enhance spatial depth, define the drawing field, and develop focus.
Perspective drawings should use the principles of atmospheric perspective to enhance the sense of spatial depth.
These exterior perspectives employ a value system similar to that used in elevation drawings.
Although improvements continue to be made, the rendering of atmospheric and texture perspective remains problematic in many graphics programs. Image-processing software, however, allows us to modify digital drawings and simulate the pictorial effects of atmospheric and texture perspective.
“Shade and shadows” refers to the technique of determining areas in shade and casting shadows on surfaces by means of projection drawing. The depiction of light, shade, and shadow can model the surfaces of a design, describe the disposition of its masses, and articulate the depth and character of its details.
The casting of shade and shadows is especially useful to overcome the flatness of multiview drawings and enhance the illusion of depth. It generally requires two related views—either a plan and elevation or two related elevations—and the transferring of information back and forth from one view to the other.
While the drafting of architectural shade and shadows in multiview drawings assumes the conventional direction of sunlight to be the diagonal of a cube, 3D modeling software typically includes the ability to specify the direction of sunlight according to the hour of the day and the time of the year, and to cast shade and shadows automatically. This feature can be especially useful in the schematic design phase to study the form of a building or the massing of a building complex on a site and to evaluate the impact of the shadows they cast on adjacent buildings and outdoor areas.
The digital technique for determining what surfaces are in shade and the shapes of the shadows cast in a three-dimensional image or scene is referred to as ray casting. While efficient and useful for preliminary design studies, ray casting does not take into account the way the light rays from an illuminating source are absorbed, reflected, or refracted by the surfaces of forms and spaces. For a visual comparison of digital lighting methods.
In clarifying the relative depth of projections, overhangs, and recesses within the massing of a building, shade and shadows can also model the relief and texture of surfaces.
We use shade and shadows in site plans to convey the relative heights of building masses as well as to reveal the topographical nature of the ground plane on which the shadows are cast.
Shade and shadows are not often used in paraline drawings. However, they can be used effectively to distinguish between horizontal and vertical elements, and the three-dimensional nature of their forms.
To construct shade and shadows in a paraline drawing, it is necessary to assume a source and direction of light. Deciding on a direction of light is a problem in composition as well as communication. It is important to remember that cast shadows should clarify rather than confuse the nature of forms and their spatial relationships.
There are occasions when it may be desirable to determine the actual conditions of light, shade, and shadow. For example, when studying the effects of solar radiation and shadow patterns on thermal comfort and energy conservation, it is necessary to construct shades and shadows using the actual sun angles for specific times and dates of the year.
The casting of shade and shadows in linear perspective is similar to their construction in paraline drawings, except that the sloping lines representing the conventional or actual light rays appear to converge when oblique to the picture plane.
In two-point perspective, the simplest method for casting shadows is to assume that the bearing direction for the light rays originates from either the left or right and is parallel to the picture plane. You can then use 45° triangles to determine the direction of the light rays and the shadows cast by vertical elements in perspective.