EMAIL: Seppo.Halonen@hut.fi NAME: Seppo Halonen TOPIC: Glass COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. TITLE: Items of Glass COUNTRY: Finland WEBPAGE: N/A RENDERER USED: Pov3.00 Linux/X11 TOOLS USED: Emacs (for editing the scene file) RENDER TIME:20h 47m HARDWARE USED: P60 w/ 24M memory IMAGE DESCRIPTION: Just a few items of glass put out for a display on a low corner table. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Force. No modelers were used. Tough guys do it this way.. :) Though I haven't yet found a modeler that would do anything but confuse me. Objects are just CSGs of boxes, spheres, cylinders, torii - the usual stuff. Most of them are more complicated than they look - the render did not really 'get inside' the glass, or into the detail. The decanter is the biggest CSG object, with the decor created with a pair of #while's. Maybe POV's bounding did not really get into that, since rendering it took terribly long (3.8 million triangle intersection tests) though the long render time was mostly due to the high max trace level. Lowering the ADC bailout did not help much. I basically created them one by one and ran a few (dozen) test renders to get them look right. The area light was the other major slowdown, though not as severe. The objects are quite simple. Textures are mostly just basic POVray includes, unfortunately; I'm not good at those. Three glasses (Glass3, Green_Glass, NBglass) were used, a chrome metal and the bottom layer of the table texture were supplied. Others were just thrown together quickly, but the result was good enough for my needs. The crand-like effect on the walls is a granite normal; no irreproducable effects for me. A few cliches, too: Checkered floor, wooden table, and such. Well, raytracing is pretty new to me still, and this is the second or third more complicated scene that I've done. I thought of making the table a mirroring or smoky glass, but that didn't look good. The font 'eklektic.ttf' is not included, but any bulky gothic font will do fine as well.