EMAIL: lrwii@joplin.com NAME: Leroy Whetstone TOPIC: Rubish COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. TITLE: Trash COUNTRY:USA WEBPAGE:http://leroywhetstone.s5.com JPGFILE: Trash.jpg ZIPFILE: Trash.zip RENDERER USED: Povray 3.6 Windows TOOLS USED: Prisms: PolPrm.exe(a Win98 program I made it's on my web site) Bmp: for image maps PBRUSH.EXE came with windows jpeg conversion: IPhotoPlus RENDER TIME: Todal: 2 hr 23 sec HARDWARE USED: Anthon 1.2Ghz 256 Meg RAM IMAGE DESCRIPTION: A wall hanging found in the trash behind an old two story house. SCENE : size: 800 * 600 antialias: threshold .01 method 2 jitter 1 depth 3 assumed_gamma 1.8 frame level objects: 12838 DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I started this image with the background cloth. I had made the base texture a while back for a display case. This is all I had I had no idea what I was going to do with it. I thought about putting some useless thing on display. But what? One mans trash is anothers treasure. I wanted the whole thing to be trash or rubish if you like. The most usless thing I could think beside my last entry was a wall hanging. This scene is a mostly a study of textures. It uses a lot of layered textures. Every thing except the notes have layered textures. I won't go into details about texture for each object. If you like a texure it be in the zip file. Lights: 2 3*3 array lights 1 light group for the background cloth Background Cloth: a polygon with a layer texure Frame: made from a prism copied stretch cut and placed to frame the screen also uses a layered texture There is a pov file I've included in the zip that can make make this frame and several other types. Cloth2: the cloth behind letters is a polygon, the polygon was made by using a formula to adjust a point in or out then rotating it around the center. As the polygon was being made the values where being saved for later use as a spline. The frill is a number of cones that uses the spline to place more cones than points on the polygon Cross Stitch: there is a base union of cylinders and spheres that make up a stitch. The cylinders and spheres have different radii so the cross is not symmetrical. That base is rotate and placed in union with others of like color stitches and a layered texture used. Letters: I use trace on the letters to place the stitches. Each letter was place in a union separtly then that union was traced to check for a stitch. I played with the placement of the letters until I had a couple that could have unraveled threads on them. These loose threads are made with sphere_sweeps. There are also knots scatterd around the stitches. Notes: both Notes are Mesh2 with uv mapping. They use FamD4.bmp & HouseForS.bmp files to texture them. Believe it or not this is my first time I use UV mapping for an entry. I've tried UV mapping with some triangle mesh softwares but never got them to work to my liking. Here I started from scratch I wrote code in POV to make a plane of triangles and deform them using splines.It makes and saves a mesh2. It's in the zip as TriMeshUV.pov. Splatter: I made another pov file to make splats. It has a gravity effect along with a lot of adjustment variables. It uses cones and spheres to make splatter drops. I know some people will say 'Why not use blob?' I say Blobs are slow to render and 'blob' has no cone component. And I'm to lazy to make a cone like 'blob'. Hearts: a heart was made from the data for a prism put into a spline. That spline was used to place cylinders in a union. There are three different hearts. They where rotate and placed before they where layered textured. Dirt: One last thing I used trace to randomly put dirt paticules over everything but the notes. Zip-File: The zip file should have every thing you need to reproduce Trash. Trash.pov: the main POV file Trash.ini: the INI file I used Framed: makes a picture frame Letters.pov: makes the second cloth and other things HSHstr.pov: union and move letters around Splat2.pov: Makes a splater using cone and spheres TriMeshUV.pov: The Mesh2 UV mapping maker it saves mesh2 object called 'Thing' using 'texture{M_Tex}' 'M_tex' must be define before using. I just place 'M_tex' in the file after it was made. Note1.inc: A mesh2 with UV mapping Note2.inc: Another mesh2 with UV mapping FamD4.bmp: bmp for Note1 HouseForS.bmp: bmp for Note2 Wtrim.prm: prism for frame One thing I'd like to say about these pov files each and every one can be rendered alone. To call from another file you need to define 'Get'. epilogue: Now that the picture is done and I'm finishing up here I look back and think 'that really is rubish or at less a fair representation'. I had a little fun exploring textures and more fun playing with splines. But most of the time I was working on this I keep thinking I need to get my POV robot files in order. Now I have to! Got no excuse! Bye.Bye. My web page has some basic tools for working with POV-ray. All the tools are written in C++ and are for Windows 98. Feel free to E-mail me with any comments and or suggests. If you e-mail me make sure you have POV in the subject or I WILL NOT read it.