EMAIL: anto.matkovic@zg.tel.hr NAME: Anto Matkovic TOPIC: Magic COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. TITLE: Captain's wife COUNTRY: Croatia WEB PAGE: http://www.geocities.com/SoHo/Studios/7415/ RENDERER USED: Pov-ray 3.2 TOOLS USED: sPatch, Paint shop pro RENDER TIME: 34 hours 37 min HARDWARE USED: Pentium 166 (512Kcache) 64 Mb RAM Display with 24-bit colour IMAGE DESCRIPTION: This was in gradually cold summer evening, in early beginning of twenty century. She is wife of navy captain. He just came from sailing, and he was talking about new, strong war ship called "Dreadnought", or something like that. He is so fascinated with this brute ship and with many others new things, which will remove old ways of thinking for ever. He pitying on her, because she don't undestand new age. He talking, and talking, and talking... Then she say: "you are boring frog". And he become to be a frog. Image shows an old, forgotten, magic technique: transforming someone to frog. I will tell to you how this working in place where I am live: -person must be boring -if person thinking only of yourself, this works better -sometimes is thinking of someone enough, sometimes this is should to be said -this can works in distance of place, but not in distance of time -some masking things like hat or hood are desirable -this is apsolutely harmlessness -this don't take a long time -transformed person don't know anything about transforming, and will not ever know. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Scene was rendered with radiosity, with settings between radiosity_final and radiosity_normal. Minimum_reuse is decreased, for good interpretation of details. Most of rendering time was spended to these details, esspecially to the bottom of image. There are three area lights, which simulated only really lights of moon, lamp, and lamp inside of house. All textures were done without bitmaps, only because I don't need bitmaps for this scene. Desks and chairs are while loops, with thousands spheres, or blob-spheres. All other objects were modeled with sPatch. Some models, like head, frog, clothes,lamp,rails, etc., were created for the first time. Some others, like hands, are near to the same as hands which are downloadable from my home page, but positions of points are changed. One of main reasons for my liking to sPatch is very fast modifying and "blending" objects, and easy using parts of one object to make another. For some small objects, like lips, frog fingers, nails etc., UV_steps values was been reduced to 2. This was removed ugly black holes which can be on smaller patches sometimes (sPatch internally writing six decimals, but exporting to POV only four), and was reduced rendering time and used memory. However, this was big deal for hard disks: peak memory used was about 110Mb, parsing time was about 4 minutes. Great help was been one of the first "raytracing" books, "Trattato della pittura" by Leonardo da Vinci, and some fashion magasines. These magasines often have images with correctly an-face and profile views of same person, which is fine help for modeling. Everything needed for rendering is included in source file. Also, POVsB can read these many bicubic_patch lines in inc. files. Well, this is all. When working on my scenes, I usually thinking of great texts. When render is finished, I simply have no idea what to write.