EMAIL: ass@sashimi.wwa.com NAME: Rob Grillos TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 Beta TOOLS USED: Moray 2+, RENDER TIME: Less then 6 hours HARDWARE USED: 486-66dx2, microsoft bus mouse, generic kb, 17" monitor, etc. IMAGE DESCRIPTION: 4:20 at it's finest... Time was the topic, so I picked my favorite time... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Most of the general setup was done through Moray, though I've found it nessicary to do all my fine tuneing by the 'state-of-the-art' EDIT.COM... The background is probably a modified marble or apocalypse or something, my favorite textures to mangle, mapped on a large hollow sphere... The gears themselves are CSG's filled with cylinders and 'cubes', all modeled through moray, both in their design and placement, however I found it nessicary to move their specific construciton to a seperate file for uniform changes... The dials on the gear clock are just mangled cones, along with a few more cylinders and some CSG's... The digital display is a colleciton of mangled spheres, and some dabbling with texture illumination... The hour glasses posed the biggest problem, simly because I knew of no better way to create them then a few rotational sweeps... Through moray I created one for the glass itself, and a second fot the support beam. I again found it nessicary to model these objects in a seperate file, simly so I didn't have 5 .in? files for every hour glass ... I've included the .MDL for these, along with two versions of the in?'s... I'm sure theres probably a way to do this much neater , but I havn't had the time to sit down and figure it out too, considering I've already got an acceptable means. There are a few other things I've put into it, but most of them I've forgotten exactly what I did, so I included the nessicary files for rendering... Feel free to use any of these as an example to take from, but please don't actualy use any of my objects themselves... Rendering is art, if you're gunna make your own... make your own... but feel free to look at mine for techniques and ways of doing things...