
Study inspired by tiger thing
tacklebox did yesterday/day before.
*Edit* One thing I'm noticing upon second observation is there is an inherent loss of the "feel" of water when I use broad strokes that remove detail in this manner. In a sense, instead of lots of smaller waves, you get larger waves averaging out the smaller stuff. This implies some kind of fluid with a viscosity much higher than water.
Earlier video games utilizing pixel shaders to depict water (like Monolith Productions' Lithtech engine) had this problem. When shaders were new it wasn't a big deal though. I'm going to have to try some chaotic splattery brushes or some heavy texture to include those smaller ripples.
Why does water of higher viscosity have larger waves? Wave attenuation is viscosity- and size-dependent via Stokes' law of sound attenuation. [1]
Attenuation = (2*viscosity*freq^2)/(2*density of fluid*(speed of sound in fluid)^2)
What about surface waves? Same dealiio, except the solutions are mildly different. However, power dissipation (thus amount of wave dampening) is still dependent on the square of the wave frequency even for surface waves, and that first order viscosity term still shows up. In fact, the amount of surface wave attenuation per frequency is dependent on viscosity and frequency in exactly the same way. [2]
(Power dissipation per unit area) = −2*viscosity*freq^2*(inviscid terms)
This basically means that smaller waves are more prone to disappearing faster, so regions of viscous fluid that are distant from the sources causing the waves are less likely to show those smaller ripples. However, water has a fairly low viscosity compared to what the fluid in the above picture looks like. So frequency-dependent wave attenuation should be much less pronounced. Basically: Because water has a relatively low viscosity, I need to be careful to allow the detail of those smaller waves so the fluid still feels like water.
[1] Stokes, G. G. On the theories of the internal friction of fluids in motion, and of the equilibrium and motion of elastic fluids (read April 1845). Transactions of the Cambridge Philosophical Society, 8, 287.
[2] Behroozi, F. (2003). Fluid viscosity and the attenuation of surface waves: a derivation based on conservation of energy. European journal of physics, 25(1), 115.

*Edit* One thing I'm noticing upon second observation is there is an inherent loss of the "feel" of water when I use broad strokes that remove detail in this manner. In a sense, instead of lots of smaller waves, you get larger waves averaging out the smaller stuff. This implies some kind of fluid with a viscosity much higher than water.
Earlier video games utilizing pixel shaders to depict water (like Monolith Productions' Lithtech engine) had this problem. When shaders were new it wasn't a big deal though. I'm going to have to try some chaotic splattery brushes or some heavy texture to include those smaller ripples.
Why does water of higher viscosity have larger waves? Wave attenuation is viscosity- and size-dependent via Stokes' law of sound attenuation. [1]
Attenuation = (2*viscosity*freq^2)/(2*density of fluid*(speed of sound in fluid)^2)
What about surface waves? Same dealiio, except the solutions are mildly different. However, power dissipation (thus amount of wave dampening) is still dependent on the square of the wave frequency even for surface waves, and that first order viscosity term still shows up. In fact, the amount of surface wave attenuation per frequency is dependent on viscosity and frequency in exactly the same way. [2]
(Power dissipation per unit area) = −2*viscosity*freq^2*(inviscid terms)
This basically means that smaller waves are more prone to disappearing faster, so regions of viscous fluid that are distant from the sources causing the waves are less likely to show those smaller ripples. However, water has a fairly low viscosity compared to what the fluid in the above picture looks like. So frequency-dependent wave attenuation should be much less pronounced. Basically: Because water has a relatively low viscosity, I need to be careful to allow the detail of those smaller waves so the fluid still feels like water.
[1] Stokes, G. G. On the theories of the internal friction of fluids in motion, and of the equilibrium and motion of elastic fluids (read April 1845). Transactions of the Cambridge Philosophical Society, 8, 287.
[2] Behroozi, F. (2003). Fluid viscosity and the attenuation of surface waves: a derivation based on conservation of energy. European journal of physics, 25(1), 115.
Category Artwork (Digital) / All
Species Bear (Other)
Size 1280 x 1280px
File Size 287.7 kB
Thanks so much Kentori! This really was about 2/3 water study, 1/3 bear study. I highly recommend doing studies of water behavior. You'll find that partway through, something just clicks and you understand all the rules for how the water should behave in a given piece, and you can very quickly improvise the rest.
Screen caps are another great way to do studies! I did that for the Pulp Fiction one earlier. Oh and regarding a DSLR: I still haven't gotten one of those yet xD I've been using a Sony RX100 III since it seems to do a good job providing the good stuff conveniently and quickly (since it can fit in your pocket). Depends on what you want to do I guess! I might get a DSLR sometime in the future but I'll probably be getting copics and a cintiq/iPad Pro before that xD
Oh also! The fact that they are low resolution is even better. It gives you a lot more freedom to improvise with more minor details. This is where a lot of the impressionistic, sort of "implying" of things with broad brush strokes comes into play. If you're drawing from pictures, I suggest making the picture as small as possible. It's a great way to practice with colors and shape.
Something or someone might be grabbing at their feet *cough*
anklechain *cough*

Aw thanks man. You can totally do this! Find or take pictures of water you really like, and just practice manually picking colors based on what the photo shows. As in, don't use the color picker. Just eyeball it and get a sense/feel for how relative color works and how areas of immense detail can be simplified. It's really great practice and can help so much with future pictures. This was a one layer picture as well. I find that with complex stuff like this it's sometimes best to just do a one layer deal, especially since the bear was emerging from the water so its borders weren't well-defined.
Thanks shipscat! It helps so much to practice from examples that have complex optical trickery going on, and learning to eyeball the right color, like being able to picture the precise hue just by looking at the color and not being tricked by what relative color can do to your eyes.
I very much applaud your interest, attempts, and enthusiasm in drawing water or water-like effects! Introducing any of those effects (bodies of water, fog, precipitation, humidity, condensation, etc) must be very challenging indeed. GJ!
I, too, am a fan of water in all its forms and find myself gravitating to those pieces first while looking through your gallery!
P.S That polar burr has got such a great expression! Hehe =)
I, too, am a fan of water in all its forms and find myself gravitating to those pieces first while looking through your gallery!
P.S That polar burr has got such a great expression! Hehe =)
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