EMAIL: sbaker@tiac.net NAME: Stephen Baker TOPIC: Reflections in Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Winpov 3.0 beta TOOLS USED: Povcad, Font3d, Frgen and Texture Magic RENDER TIME: 4 hours 50 minutes HARDWARE USED: Pentium-133 16meg Mem. IMAGE DESCRIPTION: This is an images of most if not all timing methods used, reflecting into the latest and most accurate time mechanism developed so far, the Atomic Clock. The sundial represents using astronomical timing, in this case the sun. The hourglass represents all gravity clocks, including water clocks. The candle represents energy timing, in this case flame. The grandfather clock represents mechanical clocks. The Digital clock represents electrical timing. And last, the atomic clock represents clocks using atomic power. The atomic clock is a direct descendent of all the earlier attempts to accurately measure time. Hence, all other timing systems are reflected into its large chrome cylinder. All images used the standard Povray 3.0 supplied textures and pigment except where noted. All object were modeled freehand except where I stated a tool was used. Note: This image was begun with Povray 2.2 then later with Povray 3.0 beta. That is why some of the modeling techniques were made with Povray 2.2, the sundial numerals, and others with Povray 3.0, then grandfather clock face numerals. I used Povray 3.0 in the end because it has the halo object, the candlelight and radiosity. This image was rendered with quality set to 11 and anti-alaising set to zero. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The Atomic Clock (see atomic.inc, fpanel.inc, nits8c.inc and dwatch.inc for details) The Atomic clock is a stylized representation of the NITS-7 atomic clock at the University of Colorado. The actual clock was far too complicated to model, so this version models only some of the essential parts: the chassis, chrome cylinder and the interconnects. Since it is a stylized version I added the plaque calling the clock the NITS-8c. Since it was not a real atomic clock I dedicated it to the University of Massachusetts since that is where I went to college. I expect UMass will be suprised to find out someone gave them an atomic clock. The plaque, central LED display and the radiation symbol were added by me, since it was not obvious that the object is an atomic clock. The atomic clock was the most complicated but not the hardest object to model. It started off as a square frame made of four thin cylinders with a sphere of equal diameter at each corner. A four sided polygon was added to one side so that I ended up with a square plane with rounded edges and corners. Then this plain was copied, translated and rotated until I had a box with rounded edges. Three of these boxes, with the middle one scaled by 0.8 make up the chassis. The chrome cylinder on top is another CSG object. It is a simple cylinder with two discs recessed at each end as covers. The 'electrical' connection is the only place I used a tool. The elbow connections, five in all were modeled using Povcad. The four 'physical' supports are simple CSG cylinders. The plaque was made with the rounded corner box ( see dwatch.inc ) and Povray's text feature. The central display (see fpanel.inc) used the seven segment LED objects on a black box covered with the Thin_Glass texture. The radiation symbol is simply a disc with a radial black and yellow pigment. The Sundial (see sdial.inc, tms73.inc, tms86.inc and tms88.inc for details) The sundial was made with simple CSG using discs, cylinders, boxes, a cone, and a triangle. The radial projections at every 30 degrees are translated and scaled boxes. The circular extrusions are made from cylinders and discs. The sundial pointer is a tilting cone with a triangle filling in the space between it and the sundial face. For the numerals on the sundial I used font3d.exe to create the 3D Roman Numerals I, V, and X. With these I created all the numbers from 1 to 12. Then incrementally and with many, many renderings, I translated the numeral at centered 30 degree angles around the sundial face. To finish off the sundial I used an 'old copper' texture I created using my evaluation copy of Texture Magic. The Hourglass (see hrglass.inc for details) The hourglass I feel is the most inventive object of the scene. Its shape came from a quartic formula, Lemniscate in Povray's shapesq.inc. I 'borrowed' a glass texture from Povray 2.2 glass.inc. All the glass textures there made the hourglass appear as a solid chunk. I modified one until I came up with my 'Thin_Glass' texture. It turned out that the IOR was the culprit. Thin_Glass has a very small IOR. The sand in the hourglass is also made up from the Lemniscate equation with a 'Sand' texture. In this case the Lemniscates are clipped by planes. A shallow cone is placed at the open ends of the clipped Lemniscates to simulate sand falling from from the top, leaving a depression and sand falling on the bottom, leaving a peak. A thin cone with 'Falling_Sand' texture connects the two open Lemniscate objects. The overall effect is a very realistic looking sand in the hourglass. This sand object occupies the exact same space as the hourglass object, except that it is scaled along x by 0.95, along y by 1.0 and along z by 0.95. We now have an hourglass with falling sand. The hourglass case is simple CSG using toruses, cylinders and discs. The Sand and Falling_Sand textures were made with my evaluation copy of Texture Magic. The Digital Clock (see dwatch.inc for details) The digital clock was rather simple to make. I first made am LED segment which was a 6 sided polygon. This polygon or LED segment was arranged to create the number eight. All numbers in seven segment LEDs can be made from the number eight. I used this to create the time 10:45 38 with 38 scaled by 0.8. I made the numbers with a red pigment using an ambiance of 1.0. The clock body was made using CSG by first clipping the corners off a box, then replacing the corners with cylinders. This gives a box with rounded corners. This shape, with slight modifications, was used to create the various frames. The glass over the clock face is a scaled superellipsoid with the Thin_Glass texture. The Timing Candle (see candle.inc and canmarks.pov for details) The candle is a long open-ended cone with a image map, canmarks.tga. The tga file for the image map was made of Povray's 3.0 text objects. At the top of the candle is Povray's 3.0 halo object. Inside the halo is an elongated sphere, pigment yellow with ambiance 1.0. This gives a good impression of candlelight and flame. The candle holder is simple CSG with a torus, and two cones. The Grandfather Clock (see gface.inc and gfclock.inc for details) The grandfather clock was a very good challenge. Its basic shape, top, body and stand were made from CSG using all boxes, subtracting two elongated cones from the bottom for the base and subtracting a box from the body to create the cavity for the clockworks. The numbers for the clockface were made from Povary's 3.0 text object (see cface.inc). They were incrementally rotated and translated with many renderings to get them to their final 30 degree positions. Toruses with brass texture and an elongated thin sphere with the Thin_Glass texture make up the top of the clock. The clockworks are made from scaled and translated cylinders and a sphere, and were given the same brass texture as the brass on the clock face. The clockworks were placed inside the cavity on the clock body. A glass door, complete with a door knob and hinges complete the clock. (You can see the atomic clock being reflected on the glass door of the grandfather clock.) The Pedestal (see pillar.inc for details) The pillar was made using Povcad as a modeling tool. It is a cylinder with 12 smaller cylinders subtracted from it: this gives it the Roman look. A box object was added at each end for a base and a platform. The Mountains in the Background The background mountains were made using frgen.exe and the hill map. Once I got a pattern that I liked I scaled the object then rotated it so that it appears coming out of the infinite plain in the background. For both the plain and the mountains I used Povray's T_Stone13 texture,scales by a factor of about 20. The Sky The sky texture came from Texture Magic. It is one of the canned textures in version 0.94. The texture was placed in a sphere and scaled by 3400