EMAIL: daffyduckx@hotmail.com NAME: Matthew Welch TOPIC: Horror COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. TITLE: My View of the World COUNTRY: USA WEBPAGE: http://home.att.net/~daffy-duck/raytrace/raytrace.htm RENDERER USED: povray 3.1 TOOLS USED: N/A RENDER TIME: 2 hours 39 minutes 38.0 seconds (9578 seconds) HARDWARE USED: PentiumII 266 IMAGE DESCRIPTION: This is what the world looks like from my seat at work. Actually, This is the exciting view. I spend most of the time facing the other way, looking at my computer. The more I thought about the topic of horror the more I realized that nothing could be much more horrible than working in cubicles. The office I work in is just an endless stretch of cubicles, all pretty much the same. If I go out my door, turn left, and walk a little way I can actually look out a window. But then all I look out on is a parking lot: rows and rows of cars for the rows and rows of people. It's about the most dehumanized environment you can create. It basically says, "You're not actual people to US. You're just identical little corporate zombies obediently clacking away on your keyboards." If things can get much more horrible than that, I don't want to know about it. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This really wasn't too hard. Once you've modeled one section of cubicle wall, you're pretty much done. Just copy it several thousand times and you could model the whole building. I put all my effort into the textures. I tried to get all the textures to look as close to the real thing as I could. I am pretty new to POV-Ray so there were probably some things I could have done better. For instance, I hadn't figured out how to set all the gamma settings so if you try out my source the brightness might be messed up. Light sources are actually placed just below the level of the ceiling, which you can tell by looking at the area right around the foremost light. This led to some problems getting lighting levels to look good but it was impossible to realisticly model the lights recessed in the ceiling as they actually are. I think the result comes out looking ok. I applied a fine normal texture to the panels on the cubicle walls, which are covered in fabric. The bottom panel is plastic, but with a different texture than the plastic corner-joint piece. For the floor I applied a couple layers of darker bozo texturing to try to model traffic patterns and stains in the carpet.