Take for example a cylindrical body like the shaft of a column. It is easy to distinguish on this cylinder cast shadows and shades. The cast shadows are those which result from the interception by another solid, of luminous rays which without it would have lighted the cylinder. Shades result from the absence of light on the part of the cylinder which by its position cannot receive light rays. Naturally shadows are less affected by reflected light than shades. The reflection of light or the throwing back of light which creates the reflected light comes from lighted bodies, which in theory may be considered as secondary sources of rays of light of which the resultant will be in the direction opposite to the light. That is, since the lighting is in a direction of 45 degrees from above down, and conventionally from left to right, the direction of the reflected light is in the direction of a diagonal from the lower right front corner to the upper rear left corner.

This conventional theory is to be followed as the rule for modeling. Commence with the lights, or where the gradations are more easily comprehended. Take a solid of white stone, for example, a sphere. It is easy to comprehend that the strongest lighting will be at the point of intersection of the surface of the sphere with the luminous ray which prolonged will pass through the center. Then, around this pole of light, the angle of the luminous ray with the surface will be diminishing constantly following parallel zones, having the luminous point for the pole, until it becomes tangent to the sphere following a great circle whose luminous point is also the pole and which will be the line separating the shade from the light. In other words, the light will diminish from the pole to this equator.

In the shadow it will be just the opposite; the greatest reflection will be at the other extreme of the ray prolonged to pass through the luminous point and the center of the sphere, the shadow will increase in intensity from the pole of reflected light to the separating circle of shade and light.

But if any body casts a shadow on the lighted part of the sphere, its shadow will be much less affected by reflected light and consequently will be more intense than the shade itself.

From this follow two rules for modeling: (1) A shadow cannot be cast on a body unless this body is in the light and some other body is casting the shadow; (2) The value of the intensity, i.e., the degree of darkness, of the cast shadow at any point is in direct ratio to the strength of light on that point.

The application of these rule3 can be illustrated on a geometric body, for example, the capital of a Doric column and its architrave,

Fig. 12. Shadows on Capital of Doric Column.

Fig. 12. Shadows on Capital of Doric Column.

Fig. 12. The shadows should be drawn out and a light shadow tint laid over them. Now let us consider where the most intense shadows will be. Evidently at A, where the shadow is determined by a ray normal to the cylindrical surface of a column, and the parts A' A', of the cast shadows which meet the surface of revolution following its meridian of light. The clearest reflected shadows cannot be seen in the drawing as they will be found at the back of the projection on the meridian opposite the point A. But among the parts seen on the drawing the most reflected light will be at the point B B, doubly lighted by its position on plan and by the form of the moulding.

Between these extremes the parts C C will have intermediate values, whether shades themselves or cast shadows. Also, observe that the values of the light at contour C are symmetrical with the values of the light of contour C. There will be, therefore, a symmetry of modeling, in relation to an axis of the most intense lighting on the column of the luminous part and of the intensity of the shadows; this axis will be on meridian A. As for the mouldings which are straight in plan like D D, their general value will be analogous to the intermediate value C C.

Passing to the lights, we see that the point most lighted will be the point a, and finally the generatrix a' a'; and the light will become more and more gray up to the tangent M M. But along the astragal the light will extend in almost uniform intensity, for it will strike more normally than on the cylinder. As for the straight parts, the abacus, the architrave and fillets, they will receive less light than the cylinder at a' a' and approximately the same as at C C; the sloping part of the abacus will naturally have a more intense light. Otherwise each one of the plain surfaces, in shadow or light, will be graded from the upper part down, because the nearer the surface is to the ground, the more reflected light it receives. For each detail use the same reasoning. Thus, for the cavetto, there is a cast shadow in the lower part, but the portion above the tangent is in shade. The shadow is modelled by continuous grading from darkest at the lower part to the lightest in the upper part; the talon will have cast shadows at O and P, the portions at N being in shade, hence O and P are the darkest parts while N is the lightest.

Another element comes into the modeling; i.e., the openings. An opening is always darker than the simple shadows, for there is almost no reflection that comes in the opening to lighten the shadow. Such are the door and window openings of a facade. The parts in shadow, which are less accessible to the reflections, will be darker than the other parts. For instance, the openings between the dentils, the spaces between the consoles, etc., will be darker than the face of the dentils or consoles and may be as dark as the general shade of the openings. The modeling should be such that the parts which are by themselves in reality, will appear so on the drawing. It is not necessary to exaggerate; the modeling should remain simple.

Lacking good models, it is always easy to get good photographs of good wash drawings; for example, a large number of "Envois de Rome", or drawings made by students in Rome, have been photographed and published. These are models which cannot mislead one.



Showing conventional shadows and rendering.

Original drawing by Emanuel Brune.

Reproduced by permission of Massachusetts Institute of Technology.