Shading: the ladder

Goal

Shade with the blocks ░▒▓. You'll make this lit ball on a floor, 40 columns by 16 rows, on two layers, with Blockwright's shade brush and ramp shade brush. Shown at 2×:

A red ball lit from the upper left: light red there with a small yellow glint, stepping down through shade blocks to red and on down through red shade on black to black at its lower right, over a blue floor that grows lighter toward the bottom, with the floor a rung darker under the ball and trailing off to the right

The idea

A shade block mixes its two colours. ░ is mostly background with a little foreground, ▒ is half and half, ▓ is mostly foreground. Between two colours, a dark one A and a light one B, they make five steps: A, then ░ ▒ ▓ in B on A, then B. These five steps are a ladder, and each step is a rung. Light blue over blue, a blank cell between each:

Five cells at 8×, a blank cell between each: blue, light blue light shade on blue, medium shade, dark shade, and light blue

Three rules keep a ladder reading as a smooth turn rather than as stripes or noise:

  • Climb every rung, in order. A cell that goes from A straight to ▒, or from ░ to B, skips a rung, and the eye sees a seam there.
  • Keep each rung 1 to 3 cells wide along the way the shading runs. A rung wider than that reads as a band of its own.
  • Shade only between neighbours. A ladder joins two colours that sit next to each other on a ramp (below), not any two colours.

Ramps

A ramp is a run of colours from dark to light, each next to the one before it in brightness, so a ladder between each pair climbs the whole run. Sunset is the exception: it is a hue ramp, its colours in order of hue, not brightness. Blockwright ships ten, each from black up. Here each one climbs a rung a cell, from black at the left to its lightest colour:

Ten labelled rows, each a smooth run of shade blocks from black up through its colours: fire, sunset, ice, grass, steel, skin, sea, toxic, violet and wood

Ramp Colours, dark to light
fire black, red, light red, yellow, white
sunset black, blue, magenta, light magenta, light red, yellow
ice black, blue, light blue, light cyan, white
grass black, green, light green, yellow
steel black, dark grey, grey, white
skin black, red, brown, light red, yellow
sea black, blue, cyan, light cyan
toxic black, green, light green, light cyan, white
violet black, magenta, light magenta, white
wood black, red, brown, yellow

Each pair of neighbours has four rungs between it, so fire, with five colours, is sixteen rungs from black to white.

The shade brush

The Shade Brush (Tools > Shade Brush, Ctrl+Shift+B) climbs one ladder, the pen's: its background is A and its foreground is B. Each time the brush passes over a cell, the cell goes up a rung: space, ░, ▒, ▓, █. The right button takes a rung back down. Cells that hold anything else, such as letters or half blocks, are left alone. Its options in the Tool Options dock, set for the floor's first drag in step 2 below:

The Tool Options dock for the Shade Brush: a help text, then Size 12 with Tip Square, Pressure None, Alpha lock unticked, and Symmetry Off

Size is how many cells wide the brush is, and Tip is its shape, Square or Round. Tools > Smaller Brush (Ctrl+[) and Tools > Larger Brush (Ctrl+]) change the size from the keyboard.

A bar of blue spaces, before, after four passes of light blue over blue (each pass starting three cells further right), and after one pass of the right button over the whole bar:

A plain blue bar

The same bar, blue at the left, climbing through light shade, medium and dark shade to light blue at the right

The same bar one rung lower all along: blue over its left two fifths, then light, medium and dark shade

The ramp shade brush

The Ramp Shade Brush (Tools > Ramp Shade Brush, Ctrl+T) climbs a whole ramp instead of one ladder. The left button lightens each cell under it along the ramp, through the rungs between each pair of colours, and the right button darkens. It reads what each cell already shows, so it doesn't use the pen. Cells whose colours aren't on the ramp are left alone, and it never writes a shade of two colours that aren't neighbours on the ramp. Its options add Strength and Ramp, here set for the ball's first light click in step 6 below:

The Tool Options dock for the Ramp Shade Brush: a help text, then Size 29 with Tip Round, Pressure None with Strength 25%, Ramp fire, Alpha lock ticked, and Symmetry Off

A blue bar again, before, and after passes on the ice ramp: the left button climbed about two thirds of it from blue through light blue and light cyan to white, and the right button took the left end down to black:

A plain blue bar

The same bar, black at the left end climbing rung by rung to blue, then on through light blue and light cyan to white at the right end

Strength

Strength is how far one pass moves a cell along the ramp. At 25%, Blockwright's setting to start with, a pass is one rung; 50% is two, and 100% a whole colour, four rungs. The fire ramp from black, one pass and two passes at each strength:

A labelled grid on black: at 25% one pass is red light shade and two passes medium shade; at 50% one pass is medium shade and two passes is solid red; at 75% one pass is dark shade and two passes light red medium shade on red; at 100% one pass is solid red and two passes solid light red

Shade a form at 25%, so you can stop on any rung. At higher strengths one pass moves two rungs or more, and cells side by side end up rungs apart.

Pressure

Pressure is what a stylus's pressure scales: Size, Strength, or None. It starts at Size. A mouse always presses fully, so with a mouse it changes nothing. The Tool Options pictures on this page show it at None, which paints the same with a mouse.

Alpha lock

A cell on a layer is opaque when something is drawn in it, or empty, which lets the layer below show. With Alpha lock ticked, the brushes paint only a layer's opaque cells, so you can shade a shape on a layer of its own with a brush that hangs over its edge. The tick is in Tool Options, and the same setting is the Alpha Lock column of the Layers dock, one for each layer. The same click on two balls, the left with alpha lock off and the right with it on:

Two red balls on black, each lit at its upper left: the left one has a crescent of red shade spilling past its edge onto the black, the right one stays round

An empty cell counts as black for the ramp shade brush, so without the lock the click lit the black around the ball too.

Do it

You'll build the piece back to front: the floor, the ball, its light, and the shadow it leaves. The positions are where the pictures put things, column then row from 0, 0 at the top left; read them as in tutorial 03, and zoom in (Ctrl+=) so you can count cells. Set Size, Tip, Strength and Ramp in the Tool Options dock; they carry over from tool to tool.

  1. A new canvas. On the start screen, set Width to 40 and Height to 16, leave iCE colours ticked, and press New. The ball's top rungs are bright colours shaded over bright colours, which need iCE colours (tutorial 01).

  2. The floor. Take the Shade Brush (Ctrl+Shift+B). Left-click blue, the second swatch in the Palette dock, for the foreground; the background stays black. Set Size to 12 and Tip to Square. Drag along the bottom row, from 0, 15 to 39, 15. Every cell the brush passes over goes up one rung, black to ░:

    A band of blue light shade over the bottom seven rows

    Make three more drags along the same row, with Size at 8, then 4, then 1. Each smaller brush reaches fewer rows up, so the rows near the bottom climb further. The floor is a ladder from black to blue, two rows a rung, solid blue on the bottom row:

    The floor climbing from light shade at row 9 through medium and dark shade to solid blue on the bottom row

  3. A layer for the ball. Layer > New Cells Layer. In the Layers dock, double-click the new layer's name and type ball. New strokes go on the active layer, the one picked in the dock, which is now ball.

  4. The ball. Take the Ramp Shade Brush (Ctrl+T). Set Ramp to fire, Strength to 25%, Tip to Round and Size to 20, and click once at 19, 7. The layer's cells were empty, which counts as black, and 25% lifts them one rung, to red ░ on black:

    A disc of red light shade on black, its bottom overlapping the floor

    The disc starts on the first rung above black, not on red, so that the side the light misses can end in black through the ladder. A flat disc is the fault the light fixes: one value from edge to edge reads as a shape, not a form.

  5. Lock the ball. Tick Alpha lock in Tool Options, or its box in the ball's row of the Layers dock. From here on the brush paints only the disc:

    The Layers dock: ball, active, with Alpha Lock ticked, above Background

  6. The light. The light comes from the upper left. Leave Strength at 25%, a rung a click, and click seven times at 14, 4, with Size 29, 25, 21, 17, 13, 9 and 7. The first click lifts all but the lower right edge a rung:

    The disc in red medium shade on black, with a thin crescent of light shade left along its lower right edge

    Each later click lifts a smaller disc round the light another rung. After the fourth, the upper left has climbed past red to light red ░ on red, and the ladder steps down from it toward the lower right:

    The ball after four clicks: light red light shade on red over most of its upper left, then solid red, then red dark, medium and light shade on black stepping down to its lower right edge

    After the seventh, the cells under every click are eight rungs above black: light red. The clicks share a centre. The first six are each four cells smaller than the one before, but the seventh is only two smaller than the sixth, so its ring is narrower: along row 4, right of the light red, the first ring is one cell wide, the next four are two cells each, and the ball's edge cuts the last to one. The ladder steps down a rung every cell or two along the way the light falls, from the light red to the lower right edge. There each cell is a rung lower for every click that missed it: red under three clicks, ▓ under two, ▒ under the first alone, and ░ along the edge, where no lit click reached. Rings round the light are the plainest way to light a ball with clicks. The general rule for a round form asks for more: a broad lit side, and the whole fall from light to dark packed into three to five cells at the turn. Tutorial 05 takes that up.

    The ball lit from the upper left: solid light red there, climbing down through light red shade on red to red, then through red shade on black to black at its lower right

  7. The highlight. Set Size to 2 and click once at 15, 4. A size 2 brush covers the cell clicked and the one to its left. A highlight is a small cluster inside the lit side, two pixels or more clear of the edge (a cell is one pixel wide and two tall, so a row above or below, two cells to the side), and it climbs to the next colour on the ramp, yellow, a rung at a time; one rung is enough here. These two cells have light red on every side, with at least a row of the ball between them and its top edge:

    The lit ball with two cells of yellow light shade on light red near its upper left, inside the light red

  8. Check the rungs. The Lint dock lists the faults it can find by rule (if it is hidden, Window > Lint). It measures a rung's width along the way the shading runs, and it finds no skipped rung and no rung too wide:

    The Lint dock: two findings, blank-edge-rows at 0,0 and trailing-black at 29,8

    The two lines are about IRC, which trims blank rows and the black at the ends of lines; tutorial 11 deals with them. The lint doesn't check where the ball meets the empty cells round it, so check that edge by eye: on the shadow side it should end in black through the ladder, with a shade block, not plain colour, against the black. Here the edge from 25, 3 down to 28, 8 meets the black in ▓, then ▒, then ░.

  9. The shadow. The ball blocks the light from the floor under it. Click Background in the Layers dock to make it the active layer, and take the Shade Brush again, pen still blue on black, Tip still Round. With the right button, drag at Size 4 from 17, 13 to 26, 13, then at Size 2 from 29, 13 to 31, 13 and from 23, 11 to 25, 11. Each drag takes the floor a rung down where it passes: the first under the ball, the second carrying the shadow on to the right, the third darkening the floor beside the ball's base on the right:

    The finished piece: the floor a rung darker in a patch under the ball, from the ball's base out to the right, thinning to one row at its right end

    The shadow made no new faults; the Lint dock lists only the two IRC lines:

    The Lint dock: two findings, blank-edge-rows at 0,0 and trailing-black at 29,8

  10. Save it. File > Save As (Ctrl+Shift+S), with a name ending .bwp. Only a project keeps the two layers; an .ans holds them merged (tutorial 09).

Check it

Climb at 25%. At 100% each click moves a whole colour. The ball's click and the first three of the lit clicks at 100% take the disc to red, then light red, yellow and white, with no rungs between them:

The ball with the strength left at 100%: white over most of it, then hard-edged bands of yellow, light red and red in a crescent on its lower right, and red straight onto black, no shade blocks anywhere

The lint lists each skipped rung as rung-skip. Undo the clicks (Ctrl+Z), set Strength to 25%, and click again.

No rung wider than three cells. The lint lists each one as wide-rung, at its first cell. Undo back to the click that made it and click again a cell or two over, so the rings sit closer; or break it up with a one-cell brush, lifting one end a rung and dropping the other, so the rung sits between its neighbours.

Lock the layer before you light it. Lit with alpha lock off, the ball spills a crescent of shade onto the empty cells round it, as in the picture under Alpha lock. Undo, tick Alpha lock, and click again.

Try it

Download try.bwp and open it (File > Open, Ctrl+O):

The floor with a flat green disc on it

It is the floor and the ball again, on the grass ramp, with alpha lock on for the ball's layer. Click ball in the Layers dock to make it the active layer.

  1. Light the ball from the upper right instead, give it a highlight, and lay its shadow on the floor. Check the Lint dock until it lists only the two IRC lines.
  2. Which colour is the highlight, and why that one?
Answers
  1. Take the Ramp Shade Brush, Ramp grass, Tip Round. First take the disc down to its first rung: Strength 75%, Size 20, right-click 19, 7, and it goes from green to green ░ on black. Then set Strength to 25% and click seven times at 23, 4, with Size 29, 25, 21, 17, 13, 9 and 7, and once at Size 2 at 23, 4 for the highlight. These are the clicks from Do it across the ball's middle: the ball spans columns 9 to 28, so a click at x with an odd Size goes to 37 - x, and one with an even Size to 38 - x. For the shadow, make Background active and drag the Shade Brush's right button at Size 4 from 21, 13 to 12, 13, then at Size 2 from 9, 13 to 7, 13 and from 15, 11 to 13, 11. Your clicks needn't match these; what matters is the light on the side toward it, the ladder stepping down a rung every cell or two with no rung skipped, the shadow side ending in black through the ladder, and the shadow on the floor under it:

    The green ball lit from the upper right: light green there with two cells of yellow light shade inside it, stepping down through green shade to green and on through green shade on black to black at its lower left, with the floor a rung darker under the ball and trailing off to the left

  2. Yellow, the colour after light green on the grass ramp: a highlight climbs to the next colour on the ramp, a rung at a time, not straight to white.

Tutorial 05, Shading: forms and falloff, goes on from here: shading whole forms, and how light falls off across them.

Describes Blockwright 0.1.0 (12ee9ef).