EMAIL:christophe.bouffartigue@libertysurf.fr NAME:Christophe BOUFFARTIGUE TOPIC:Contrast COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. TITLE:And the Brightness ???? COUNTRY:France WEBPAGE:http://tofbouf.multimania.com RENDERER USED: Povman 0.62 for Windows. TOOLS USED: Poser 4 OBJuvPOV The Gimp (image maps, gamma correction, conversion) RENDER TIME: 21h 17 mn HARDWARE USED: Pentium Pro 150, 32 MB RAM IMAGE DESCRIPTION: So, I think that you see the contrast in this picture ... ;) You'll notice that the monitor is really designed for Windows, since there is a minimum of settings that is available.... Another contrast here, is that this monitor, that is designed for Windows, also supports a Linux windows manager (here, a beta version of KDE 2). This idea came to me as a joke, and I started to code it, while searching THE concept for this round. I found many other ideas, but they were far too much ambitious for my skills and the time allowed.... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The objects: ============ Except for the hand (which is a Poser Model), all is "simple" CSG. For the files in the background, I reused the macros I wrote for my last entry (Laboratory). The pens are created with 2 new macros I wrote for this round. The keyboard is the one you can find in Jaime Vives Piqueres' last IRTC entry (Laboratory), that I slightly modified for my purpose (french keyboard). The mouse is made out of blobs, and the mouse cable is a sphere sweep. The textures: ============= Nothing very complicated. Almost just basic plain colors, with a slight normal modifier (the monitor, the keyboard, the mouse pad, ...). Just 2 things a little more complexe. Firstly, the can (?... don't know the word, it's the thing where the pens are in). It's a completely procedural texture. For the french speaking people, there will be a tutorial on the Pov-Ray French Documentation Project (http://users.skynet.be/bs936509/povfr/index.htm). For the others, it is made with object and cells patterns. Look at the code in ECRAN.POV, for more details. Secondly, the hand. It use an image map for the base pigment, and a modified skin shader for the highlights. This technique was found by Vahur Krouverk, who has also wrote the Povman patch. The result here is not spectacular, because the shader doesn't take into account indirect illumination (radiosity), but it was a good training for me.... The lighting: ============= Essentially global illumination (Megapov's radiosity), and an area light for simulating the light from the screen. In fact, the light comes essentially from the walls of the room. I created a little script that renders the walls illuminated by one light source (an halogen lamp), and used these renders as image maps in the final render. It saves me the use of a light source and one radiosity recursion level. As always, POV script is provided, except the meshes, that are copyrighted.