420 --- EMAIL: ass@sashimi.wwa.com NAME: Rob Grillos TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 Beta TOOLS USED: Moray 2+, RENDER TIME: Less then 6 hours HARDWARE USED: 486-66dx2, microsoft bus mouse, generic kb, 17" monitor, etc. IMAGE DESCRIPTION: 4:20 at it's finest... Time was the topic, so I picked my favorite time... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Most of the general setup was done through Moray, though I've found it nessicary to do all my fine tuneing by the 'state-of-the-art' EDIT.COM... The background is probably a modified marble or apocalypse or something, my favorite textures to mangle, mapped on a large hollow sphere... The gears themselves are CSG's filled with cylinders and 'cubes', all modeled through moray, both in their design and placement, however I found it nessicary to move their specific construciton to a seperate file for uniform changes... The dials on the gear clock are just mangled cones, along with a few more cylinders and some CSG's... The digital display is a colleciton of mangled spheres, and some dabbling with texture illumination... The hour glasses posed the biggest problem, simly because I knew of no better way to create them then a few rotational sweeps... Through moray I created one for the glass itself, and a second fot the support beam. I again found it nessicary to model these objects in a seperate file, simly so I didn't have 5 .in? files for every hour glass ... I've included the .MDL for these, along with two versions of the in?'s... I'm sure theres probably a way to do this much neater , but I havn't had the time to sit down and figure it out too, considering I've already got an acceptable means. There are a few other things I've put into it, but most of them I've forgotten exactly what I did, so I included the nessicary files for rendering... Feel free to use any of these as an example to take from, but please don't actualy use any of my objects themselves... Rendering is art, if you're gunna make your own... make your own... but feel free to look at mine for techniques and ways of doing things... admiral ------- EMAIL: adrian.baumann.1@sm-philhist.unibe.ch NAME: Adrian A. Baumann TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winpov 3.0beta TOOLS USED: PSP 32-bit RENDER TIME: 2h 13m HARDWARE USED: Pentium-100, HP-Scanjet 2c IMAGE DESCRIPTION: Among other hobbies, I have a small collection of Russian watches. As I usually have a Molnija-pocketwatch with me, I started coding it in POV. However, the results never quite pleased me, so I gave it up. Two days later, my Molnija broke down. No kidding! I dug out an old Admiralskije-wristwatch, which I have been wearing since. To take revenge on the Molnija, I coded the Admiralskije ("The Admiral's") instead. In the picture, it lies on a sheet of my notes from an endless lecture, so there's the topic of time as well. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The scene has been modelled in the best modeller around: POVEDIT 32-bit, the text-editor of PovWin3. The watch consists of four major CSG-Objects. There's the Ring with the numbers on it, the body, the dial and the glass. The date-window on the dial is the only image-map apart from the page. The rest of the dial is mainly boxes, cylinders and spheres (Long live the #while-loop!). The text is set in "Jikharev", which has a russian character set included. The anchor and the star are designed in Corel-Draw and exported as TrueType-fonts. The hands of the watch are just your basic prisms, the wristband a CSG of boxes, cylinders and spheres. The glass is a difference of two spheres, intersected with a cylinder. It is just very slightly reflective, as higher reflectivities obscure the dial. The pencil was just a last-minute idea and is coded as a CSG-object at the end of the source-file. Talking of which: The source does not include the image-map for the page. It is far too big! Just take any old image called "Page.gif", ideally with an aspect-ratio of 5 high, 3 wide. Thank you for reading all that stuff. Ade alicia ------ EMAIL: ptdawson@voicenet.com NAME: Paul T. Dawson TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0 beta 7b (DOS) TOOLS USED: DOS Edit, Pilot Pen, Paper, Pizza, Soda, Soft Pretzels. RENDER TIME: 8 Hours 53 Minutes 52 Seconds (+A0.3 +R3) HARDWARE USED: AMD 486-120 IMAGE DESCRIPTION: "Alicia Clock" - this is a clock (!) with a picture in the center. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The frame around the clock is a simple cylinder, with a few dozen notches and holes subtracted from it. The usual numbers (1 to 12) have been replaced with some letters (A to L to I to C to I to A). The letters are made with bitmaps. I tried using POV text (and failed). The bitmaps made the gradient color changes a million times easier! The bitmap in the center is from internet. It is available on about 437 different web pages, so the actual copyright status is rather murky. You can easily substitute any other picture! Just make it square (I used a size of 500x500), and change the filename in the POV source code. The hands are connected to little grooves in the frame. That's so they don't cover any of the picture! Little Oompa-Loompas live in the grooves, and push the hands around. They keep the hands aligned perfectly, by sending specially coded (base 7) messages back and forth (they roll colored marbles around in the grooves). Unfortunately, those little fellows didn't show up too well at this 800x600 resolution. Oh, well. ;-) On the sides of the picture are some spirals, made with metallic spheres. The "floor" is made from several hundred boxes. Each one is tilted at a random angle, to make something sort-of-like a heightfield. At the last minute (June 29th, yikes), I added a halo around the clock. It isn't very bright, but if you trace the scene WITHOUT the halo, there will be a very noticeable difference! Check the source for more details & copy the picture & have fun! NO Copyright: The official IRTC rules say "You may, of course, give your permission personally to anyone you like to do anything with the files.. they are yours!". So, here it is: There are NO restrictions on copying or displaying this picture. WWW, FTP, Usenet, T-Shirts, anything - it's free! Paul "I was just kidding about the Oompa-Loompas" Dawson altrdtme -------- email: tpa2@creative.net name: T. Paul Althauser topic: Time copyright: I submit to the standard Raytracing Competition copyright. renderer used: POV-Ray v3.0/Windows beta.13 tools used: MidnightModeller/Delrina Image Manager/MS Paint render time: 2h 57m 50s hardware used: Pentium/133 image description: A Whimsy on thoughts of time. The image was built up piece by piece, objects were built up with Midnight Modeller v2.1 and then textured by hand. Most of the Marble textures are of my own design, an include file for these is included in the zip (marble.inc),as well as "color2.inc", which is necessary to use this file. The nebular objects are done with a new feature version 3.0, 'halo' The image for the clockface was created with MSPaint. The file was converted to .jpg with Delrina Image Manager, which comes as part of CyberJack 7.0. The zip file contains all the files used in the final render. All custom include files use "color2.inc". This is included also. ---------------------------------------------------------------- T. Paul Althauser tpa2@creative.net San Francisco CA ---------------------------------------------------------------- billted ------- EMAIL: geordi@netzservice.de NAME: Christian Schulz TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: PovRay 3.0beta TOOLS USED: None RENDER TIME: 8h 35m HARDWARE USED: Pentium-100 IMAGE DESCRIPTION: The image shows the time machine from the film "Bill & Ted's Excellent Adventure", which has just arrived in some desert-like place with some old stones and broken columns - note that the image does NOT depict a scene from the film. In Germany, the film never got very popular, but I hope that in the US more people will know the film and this form of a time machine. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: First of all, I have to say that I am not very good at modelling and that I've never been in the US to have a look at a phone cell like this - so I apologize if it doesn't look like one. The cell itself is a simple CSG union of boxes and differences of boxes with a metallic texture. The orange energy pattern at the bottom of the cell is a rather simple pigment on a second object that covers the solid phone cell. The "phone"-sign at the top is an image_map. The floor is a height_field created from a TGA file. The columns are CSG objects again. To give a rough look to the cap of the cylinder I used CSG difference with a height_field which was created with the plasma function from FRACTINT. Same thing with the stone blocks: CSG difference of a simple box and the same height_field that I used for the columns. The dust cloud around the cell is a sphere with a spherical_mapped halo in the colour of the sand. Finally I added a sky_sphere which I took from skies.inc. brektime -------- EMAIL: deema@tcac.com NAME: Mary Nipper (a/k/a Deema) TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0 beta.7 TOOLS USED: Moray V2.0 Modeller Paint Shop Pro to create Image Maps & Conversion to JPEG RENDER TIME: 7 hrs 36 min HARDWARE USED: Pentium-75 TITLE: Break Time IMAGE DESCRIPTION: Break Time pictures me at my computer taking a break, to admire(?) my latest raytracing, feet propped up & reaching for the ever-present coke. At first I wasn't sure what would end up on the computer screen. But, after a few jillion test renders to get the keyboard, feet, etc to look right, it became pretty obvious that what I needed a break from was "Break Time". So, it ended up on the screen. If you look closely, you can see the earlier versions on the screens within the screen. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All of the objects included in this scene were modelled in Moray 2.0, with all except the shoe shape being constructed from basic shapes (cubes, cylinders, cones & spheres). The shoe shape is a bezier patch. Several image maps were used as textures. The pretty little girl in the picture is from a photo I took of my oldest granddaughter about a year ago. The computer keys use black on white text GIFs as textures and the PBLogo & shoelaces were drawn in PaintShop Pro. Other textures were created in Moray and modified by hand. canyon ------ EMAIL: rbaldwin@mail.utexas.edu NAME: G. Jason Glover Note: I am in the process of moving and will not have an e-mail address untill I get situated. Untill then, please use a friends address listed above. TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 2.2 TOOLS USED: Paint Shop Pro 3.0, CorelDraw 4.0 - for creating height fields RENDER TIME: 23.5 hours HARDWARE USED: Gateway2000 486 DX2-66 with 8 megs of RAM IMAGE DESCRIPTION: Many say the Grand Canyon was made with a litle water and a lot of time. Others say it was a lot of water and a little time. If the former is true, than the grand canyon represents many years gone by. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I used Paint Shop Pro 3.0 to create a black and white image used as the height field for the canyon. I used Corel Draw 4.0 to create a black and white image for the sundial text which was also extruded as a height field. I then used POV-Ray 2.2 to render the image. The clouds and canyon fog where created using multiple layers of bozo pigment. The texture for the canyon is a stone from the Stones.inc file. The water is a dark blue plane with bumps, high reflection, and no diffusivity. I also did one using the lates Pov3.0 beta version to make use of the halo's and ground fog. I found that I was able to get more realistic effects just by using multiple layers of the 2D bozo pigments in this case. carcomp ------- EMAIL: shaman@nlc.net.au NAME: Lord Shaman TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 Beta TOOLS USED: Moray 2.02 Shareware RENDER TIME: 26 hours 30 minutes HARDWARE USED: AMD486DX2/80, 16meg ram, 256c Video Card. IMAGE DESCRIPTION: A car that has a little of everything.. err.. everywhen. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I used a crusty old 486 and shareware software. I did not use any premade objects or objects that I made previously. The entire scene is made out of old fashiouned primitives, no triangles or polygons anywhere. I made most of the textures myself, but most of the wood textures are from the basic texture set in povray. The editing took ages, and I created parts of the `car' in seperate files, then merged them into one. Some stats: ----------- There are 6 area lights in the image, and povray traced several billion rays in the final render. I did not use camera blur because the time required would have been unpractical. The scene is rendered with full radiosity, and it does make a difference. (Slight as it may be, but it does). carriage -------- EMAIL: deema@tcac.com NAME: Mary Nipper (a/k/a Deema) TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0 beta.7 TOOLS USED: Moray V2.0 Modeller Paint Shop Pro to create Image Maps & Conversion to JPEG RENDER TIME: Approx. 12 hrs HARDWARE USED: Pentium-75 TITLE: Carriage Clock IMAGE DESCRIPTION: A brass and glass carriage clock sits on a highly polished ebony bookcase in front of a set of books on hieroglyphics. This scene is a fairly realistic representation of one shelf of the bookcase in my home office. The clock is very close to the real thing. But, the real books are a jumble of miscellaneous topics and the bookshelf itself is considerably less polished. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All of the objects included in this scene were modelled in Moray 2.0, with objects, including the clock numerals, being constructed from CSGs with basic shapes (cubes, cylinders, cones & spheres) except the clock hands. The clock hands use a bezier patch. Two image maps, created in PaintShop Pro, were used for the Brand Name on the Clock Face and the Book Titles. Other textures were created in Moray and modified by hand. chesclok -------- EMAIL: kap@cts.com NAME: Leo Bleicher TOPIC: Chess Clock COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Infini-D v2.5 TOOLS USED: KPT Bryce v2.0 RENDER TIME: ~3hours HARDWARE USED: Mac Quadra 660 AV IMAGE DESCRIPTION: Chess game in progress on a mesa. clockd4 ------- EMAIL: bjoernk@sn.no NAME: Bjorn K. Nilssen TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: trueSpace 2 TOOLS USED: only trueSpace 2 RENDER TIME: ca. 15min HARDWARE USED: Pentium 90 / Win95 Title: Just a pocket watch IMAGE DESCRIPTION: Image made mainly to try out different ways of making small parts, like the chains etc.. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The scene was modelled and rendered entirely in trueSpace, except for the bitmaps used for materials. cltime ------ EMAIL: lemydanger@aol.com NAME: Christian Lennertz TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Winpov 3.0 1.0.Beta.13 TOOLS USED: Kai Power Tools 1.0 RENDER TIME: 5h 6m 58s HARDWARE USED: Pentium 100 MHz IMAGE DESCRIPTION: Some creatures from the sea are looking on a clock. Maybe they are waiting for the lunch. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: For all the objects in the scene, i wrote a script. I didn't use any modeler. For the heightfields, i created the pictures with the Kai Power Tools Version 1.0. I hope you like this picture, Christian Lennertz collcttm -------- EMAIL:CP74645@LTU.EDU NAME:Christopher E. Purdy TOPIC:TIME COPYRIGHT:I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT RENDERER USED:POVRAY 3.0 beta 7 TOOLS USED:MORAY V2.0 Registered version HARDWARE USED:Pentium 120 Mhz 16Mb ram, AVEC2400 flat bed scanner IMAGE DESCRIPTION: This image comes from a personal fascination with Pocket Watches. I have recently begun collecting them and I found the theme to be appropriate for the competition. DESCRIPTION OF HOW THE IMAGE WAS CREATED: All objects in the image were modelled using the MORAY V2.0 wireframe modeller. I used general CSG techniques to create all aspects of the scene. The face of the watch is a simple image map that I scanned directly from an old pocket watch I have. The scanned face was then touched up using Photoshop to remove any blotches and scanner errors and then finally sharpened using a standard sharpening filter. A wide camera angle was used to exaggerate the depth of field. cosclock -------- EMAIL: mhunter@dief.demon.co.uk NAME: Matthew Hunter TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0.beta.7.msdos.wat-cwa TOOLS USED: RENDER TIME: 1 hour 32 minutes 43 seconds HARDWARE USED: P100 8Mb IMAGE DESCRIPTION: Two 'cosmic' clocks, one analogue one digital floating near a planet, just because it's a cool place to hang out. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The full source is included in the accompnaying zip file. I never intended to submit this one, but I liked the idea of a scene that could change the time displayed easily, ended up playing with it and liked the way it turned out so here it is. Clock.inc takes a time in the form of either 0<=time<1 or if you can't be bothered to work out how far through the day you are then a negative value gives an integer representation of the time, eg -1356 would be four minutes to two in the afternoon. The final images shows this time in three ways, first an LCD style display is made, the LCD objects are stored in LCD.inc, and LCD_Ext.inc translates numbers to LCD objects. Secondly an analogue display is built by calculating the necessary angles, and a similar method is used to calculate the rotation of the planet. Matthew cpbtmch ------- EMAIL: Bobko@injersey.com NAME: Christopher Bobko TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Pov-Ray v. 2.2 TOOLS USED: Moray v. 2.02 RENDER TIME: 2 hours, 39 minutes, 33 seconds HARDWARE USED: 486-50Mhz PC with Math co-processor and 8m Ram. IMAGE DESCRIPTION: This scene is my interpretation of futuristic time travel. When I first saw the "time" topic, I thought about doing something about the obvious topic, clocks. I actually played around with ideas with clocks for a long time before I realized that I could not do a clock rendering as well as many other people out there. Therefore, the only way I saw to have a chance was to have a different take on the broad topic of time. Hence was the time travel idea born. The center of attention in the picture is a close up of a time machine. On the top are what I imagine to be comperable to wheels on a car; they attach to the time channel and provide the means by which the machine moves. In the front of the machine is a heavy duty door with a window to the "outside". Holding the door on the left is a heavy duty hinge. On our right side of the machine are six heavy duty locks. In order to wihtstand the rigors of time travel, the locks and hinges are stamped out in a manner so that they are preattached; in other words, no welding is needed. Also shown in the picture are dozens of other time channels, many of which with similar time machines. It appears that the time machine industry will be as profitable as the automobile industry! I hope you enjoy looking at this rendering as much as I enjoyed creating it! DESCRIPTION OF HOW THIS IMAGE WAS CREATED: As indicated above, I used the Moray modeller to create this scene, which was eventually rendered in POV-RAY. I would strongly recommend Moray to any intermediate ray-tracing enthusiast. I used nothing out of the ordinary to create the picture. All the objects are simple primitives or CSG objects. The "time channels" are very long parallel cylinders that have been "squashed" so that the "wheels" can fit around them. I think that the channels all coming together at a single point is really rather dramatic and showed the depth quite well. Once I had One time machine and the channels built, it was easy to copy the time machine and create many more, giving a sense of reality and helping the illusion of depth. I think that everything would have looked a little better had the contest allowed for things such as motion blur, but I hope that it is as easy for you as it is for me to envision the time machines speeding along the channels. The lighting is mostly very simple. Most of the scene is lit by only one point light; I found it worked very well to create consistent highlights on the time channels. This point light is posistioned somewhere in the distance directly behind the largest time machine. The largest time machine is the most well lit. Aside from a spotlight posistioned above the machine to compensate for light that it is not receiving from the point light, there are many orange and green spotlights around the bottom pointing up that add more texture and realism to the larger, more detailed machine. Technically speaking, this scene was not incredibly dificult to create. Fortunately, this left me time to work on the "artisticness" of it, (i.e. positioning objects and the camera) which, in my opinion, worked out very well. crwrit ------ EMAIL: chipr@email.niestu.com NAME: Chip Richards TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0.beta.7d under Linux TOOLS USED: Sced (modeller), hf-lab (heightfield generator), gimp (image manipulation) RENDER TIME: 2 hours, 45 seconds HARDWARE USED: 486 DX/2-66 IMAGE DESCRIPTION: Title: "And Having Writ, Moves On" Once I was out picking wild asparagus with my mother and brother, and I commented on how odd that, unlike the wild berries, it grew only in this one field. My mother told me that the asparagus wasn't really wild. When I asked what she meant, she drew aside a nearby patch of brambles and showed me that the lump underneath them was actually a foundation stone of an old house. My brother then pointed out a few other features, and suddenly it all sprang into focus--I saw where the house had been, the barn, the outhouse, the well, the garden. Some fifty-odd years before, someone had called this weedy field home. When I drove past the same spot some twenty years later, I noticed that someone had built a spanking new house on almost exactly the same spot. The asparagus was gone. It is up to the audience to decide which direction my sundial is going, to determine whether it is building or destroying. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Modelled entirely with Stephen Chenney's excellent sced modeller. Some hand work was needed for some of the heightfield intersections. I had originally envisioned a much more detailed townscape, but real life kept intruding, and I ran out of time. Funny, that, should have traced up a few spare hours, eh? Credit also to John Beale for hf-lab, forger of the delightful landscape, and to Peter Mattis, Spencer Kimball, and all the other contributors to the GIMP, without which my entire image would have been gray. And, of course, thanks in abundance to the POV-Ray team! (The scene file, height fields, and image maps total well over 2mb. I'd be happy to provide details upon request.) dclock ------ EMAIL: i2tp03@sp.isima.fr NAME: Eric Touraille TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 3.0beta TOOLS USED: None HARDWARE USED: pentium DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This is a really simple picture. The body of the clock is a superellipsoid, numbers are done with a true type font, and the background is a bozo colormap. The chain is from the examples of Povray 3.0beta documentation.. doingit1 -------- EMAIL: azathoth@zippy.spods.dcs.kcl.ac.uk NAME: Jon Peterson TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POVRay 3.0 Beta (windows version) TOOLS USED: Paint Shop Pro, Fauve Matisse RENDER TIME:1 hour 22 minutes HARDWARE USED: Intel 486DX4100 32Mb RAM IMAGE DESCRIPTION: 'Doing Time' is slang for spending time in prison. This is a foul, but modern prison perhaps in a small dictatorate somewhere. weeks must seem lke years in this place... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: A lot of image and bump maps! As always, I only used a text editor for the objects, and good old trial and error. The more you use trial and error, the less error there is, so I stick with it now! erthtime -------- EMAIL: BruceS@dsd.persetel.co.za NAME: Bruce Sutherland TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Corel Dream 3D TOOLS USED: Corel PhotoPaint RENDER TIME: 2 hours 50 minutes HARDWARE USED: Compaq DeskPro XL 560 - Pentium-90 , 20Mb RAM IMAGE DESCRIPTION: Earth Time. A wacky image of a play on words. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I started with an idea of doing an hour-glass, with lots of little clocks falling through. I first built the clock, then the hour-glass. As I was putting them together, the previews were taking too long to render, so I substituted the clock with a simple sphere. While this was going on I thought it would look pretty wacky, if I turned the sphere into a globe. I mapped a bitmap of the earth to this sphere and there it was. Once this was done, I had this hour-glass, just floating there in blackness, I tried different backgrounds, shading, light effects, et cetera. I tried putting it on huge globe, but then it was just too much. I then browsed my machine, trying different bitmaps that I have, finally settling on the one I_ve chosen. The wood base and top are textured with one of the standard textures that ship with Corel. The metal struts are tweaked metal textures that ships with Corel as well. Another texture that ships with the product that I changed slightly to achieve the desired effect is the glass of the hour-glass. The bitmap of the globe I had floating on my machine for a while, and I have no idea when or where I got it, the same goes for the "misty" bitmap I've used for the platform. All of the "work" was done in Corel Dream 3D. I used Corel PhotoPaint to convert the image to a Jpeg and to shrink it to 600x600. I_ve included the Corel Dream 3D file, but remember using these files without giving the proper credit, is illegal, immoral and FATTENING. essence ------- EMAIL: H Beaver1 NAME: Christopher Hawkins TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Ray Dream Designer 4 TOOLS USED: Graphic Convertor 2.2 RENDER TIME: est. 2 hours and 25 minutes HARDWARE USED: Macintosh PowerPC IMAGE DESCRIPTION: I wanted to make something abstract that still related to time so I started brainstorming until I figured out a basis of exactly what I wanted to do. I got my major idea for the picture from the Salvador Dali painting. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The first thing that I wanted to accomplish was to create the clocks. I decided that they would be the hardest part of the picture and also the entire picture would be based off of my clocks. To make the clocks, I first made a gold torus and added a go ld flat cylinder to the back. Then I added a inscription on the back, it_s just a silver cursive font. It reads: _To Julia, with love for thee. Love, Carlos_. I then added a white face to the front of the torus. Next I added each of the twelve number to the front. Then I created the hands of the clock in the Free Form editor. I made a hand in one of the cross sections and extruded it to make the minute hand. Then I just shortened a copy to make the hour hand. All the while I was positioning every thing. Next I just started fooling around with different predefined shapes. Positioning them in different places and adding more clocks. Then I applied different shaders to the objects. And if you are wondering, the red cylinder is a wire shader. Next I add ed a cube and applied a transparent refracting shader with bump maps that look line rain drops. That is how I made the water. I did download the shader off of America Online but customized it to my liking. I then added a flat cube under the water so th at it would have a type of ground. I purposely left the edge of the water visible. Finally I added 3 spot lights with low angles. One red, one green, and one grey. They are positioned differently pointing near the center. Next I a made a text in a glowing fire texture that I made that indicates the title and added it to the picture using Graphic Convertor. Then I added my name to the upper left hand corner of the picture. The picture looks MUCH better in thousands of co lors, but is OK in 256. esundial -------- EMAIL:quipp@cris.com NAME:Eric Moritz TOPIC:Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED:Pov-Ray 2.2.ibmicb TOOLS USED:Pov-Lab, and Ms-Editor(to modify the .pov sources) RENDER TIME:To Long HARDWARE USED:Pentium 75mhz IMAGE DESCRIPTION:A Roman SunDial with a Roman Type BackGround. The Collosium In the back. Also, a monument to the left. DESCRIPTION OF HOW THIS IMAGE WAS CREATED:I Drew everything on paper first, to get a basic idea on what it'll look like.Then I modeled it in Pov-Lab. Then I found out the sharewhare version of pov-lab only allows 50 objects for each .pov source. I had to break it down to 4 different files. Then I put #include's in one of the files. then I started the rendering and went to bed. One point I'd like to make is, everything i used to make this picture was shareware, and off your cd-rom.(except alchemy with I used to convert it.) P.S. The Sun-Dial works! Change the angle of the omni light, and the time will change. eternity -------- EMAIL:104764.2463@compuserve.com NAME: Marek Pochylski TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: 3DS release 2 TOOLS USED: dem23ds RENDER TIME: 1min 20sec HARDWARE USED: Pentium100 IMAGE DESCRIPTION: Time and universe are infinite. The sandglass represents lapse of time from ancient past up to present day within an infinity of universe DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Because of lack of time I have created that image within 3D Studio. However, most of the objects is simple enough to create it with other modelers. A city is the mesh object from 3D Studio but is available on Internet, and with 3DSPOV can be transfer to file compatible with Povray. A low cylinder can do the desert landscape. I`ve created the landscape with VistaPro and then using boolean operation within 3D Studio I`ve made it round. The picture of space comes from Asymetrix 3DFX. everman ------- EMAIL: 76744,1405@Compuserve.Com NAME: Doug Allen TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Pov-Ray 3.0.beta.7 TOOLS USED: PC Paintbrush 3.0 RENDER TIME: 40.35 Minutes HARDWARE USED: Pentium-75 IMAGE DESCRIPTION: The human compulsion to trace time over increasingly smaller intervals and more at their convenience is the subject of this picture. Methods of time-keeping, starting from Top-Left and moving clockwise, have been: The Sun, Sundials, Hourglasses, Pocket Watches (analog devices), and Wrist Watches (digital devices). The final stage, presumably, would be microchips integrated into the nervous system for instant access time keeping to more precision than microseconds. In the middle the Everman monitors the human compulsion. This image is intended to inspire thought on the subject of timekeeping. Whether it be in the form of someone going out and inventing the "Intel Outside 80886", or starting a campaign against electronics assimilation, or just starting research to do a history report on the subject, this image does not make a comment on the perceived evolution of timekeeping. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This image contains ten individual models: The sun, the sundial, hourglass, pocket watch, wrist watch, the technically augmented head, the Everman, the starburst in front of him, and the hands of the Everclock. The six items which compose the face of the Everclock are each two Pov-units across they all stand at a radius of 3 units from the origin and have been rotated to lessen the effect of perspective on them. In other words, so they all face the camera. The Sun: The sun is a basic Pov-Ray 3.0 halo which fades from bright yellow at the corona to dark red on the horizons. It also consists of a spotlight shining directly below to illuminate the sundial. No object could be simpler. The Sundial: The sundial is basically made of a cylinder and half of a box. Each of the numbers around the edges is made from scaled and rotated boxes which are subtracted from the cylinder. The texture is an onion pattern texture made up of a light crackle normal at the center, and a heavier one at the edges, making it look like the sundial is dented at the edges but is relatively unmarred at the center. The sundial is tilted upwards slightly to catch some of the rays of the sun. The Hourglass: The bases of the hourglass are just thin spheres. The spires along the sides which look like spirals really are not. I created the illusion by scaling a bunch of spheres and rotating them at 30 degree angles to each other. I borrowed the pigment for the wood from the standard Pov-Ray Library woods.inc. It is the pigment from T_Wood34 scaled a little and a specular finish. The Glass is composed of two spheres, two cones, and a cylinder merged together. The glass pigment is Black and 95% transparent. It has a very slight index of refraction of 1.05 and has 20% reflection applied to it. The most interesting part of the hourglass, the sand, was made through a technique I call Selection. The shape of the hourglass is copied, scaled slightly smaller, and all of the necessary portions are 'cut out' of the smaller copy. Then I applied a very tiny bozo normal to the sand to make the dark spots appear. I scaled it longer in the part of the sand in the middle to give the impression that it is falling. This model also appears by itself in the Graphdev forum on CompuServe in the image 'SpaceTime'. The images name is 4D.JPG. The Pocket Watch: The main body of the pocket watch is made of only three spheres: one gold, one white, and one transparent. The numbers around the edges are the Pov-Ray Text object using the Pov-Ray standard text library "TimRom.ttf". The hands are made of some boxes and cylinders which have had chunks cut out of them. The knobs on the top and side are just cylinders with a radial normal applied. The interesting part of the pocket watch is the chain. It is made of three unions (the two hanging parts and the curve) of the individual link shape, assembled by Pov-Ray 3.0 #while loops. As far as I can tell, the three sections of chain line up perfectly. The Wrist Watch: This is only the face of a wrist watch. Using the entire model would have exceeded the allotted two units for an object on the Everclock and thrown the composition off balance. This is a Timex Ironman Indiglo which has also appeared many times on the Graphdev forum in my pictures. This model was built from scratch though because the old one was lost. The image maps for the writing on the face and the time were created using PC Paintbrush 3.0. They are included in EVERMAN.ZIP as the images TIMEX1.GIF and TIMEX2.GIF A light glass disk is applied over them to cast some reflection. The black part was made using some fairly complex Constructive Solid Geometry. The texture for the backing and the small screws is a very tiny crackle normal applied to give the effect of sparkle in the highlight. It didn't work as well as I thought it would but it doesn't look that bad. The Head: The human head at the 12:00 position of the Everclock is a really complex model using Pov-Ray 3.0 blob technology. Due to the fact that it was made for another purpose and has been refined over the last two months it has many controls for facial movement that aren't used in this image. The main texture is a highly refined skin texture that I have developed over the last 6 months. The micro chip implantation is a simple box with the image INTELOUT.GIF applied to it. In case you can't read it, it says "Intel Outside 80886". The pins along the edges are made using one cylinder and four Pov-Ray 3.0 #while loops. The Everman: The name Everman comes from the book Dragons of Autumn Twilight: Volume 1 of the DragonLance Chronicles by Margaret Weis and Tracy Hickman. I borrowed it because it sounded appropriate. The Everman is made of approximately 300 blob components, each one is too complicated to explain here. The human male model was designed by me for another project so I copied the code over for this image. The controls for the Everman are in the included file EVERMAN.INC in EVERMAN.ZIP. The Starburst: The starburst is a union of 9 scaled and rotated spheres each with a Pov-Ray halo texture. I wanted to give the impresion of a lens flare without actually using one because it's not allowed in this competition. I think it turned out rather well. It also conveniently keeps the Everman from mooning us. The Everclock Hands: The hands are the same hands used in the pocket watch model with different proportions for more drama. About 25% of the Starburst is in front of the hands which gives a nicely flared look to them. The Background. The starfield background is a texture which has been improving since it's inception in February. The 'clouds' are a bozo pattern texture that is mostly blue with some red added in places. The stars are created by giving the texture of the applied sphere a bumpy normal texture. Overall the background has 50% specular highlight applied to it. In this way, some of the bumps pick up and reflect the light source with varying intensity making it look as if some stars are brighter than others. Some look like they're behind the cloud and some in front too. This texture doesn't animate well since there are probably billions of bumps in this image and changing the camera even slightly makes all new stars appear. But for a still image it looks great. foucpend -------- EMAIL: bv9573@utb.hb.se NAME: Ulf _hl_n TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povwin 3.0beta TOOLS USED: Paint Shop Pro (TGA->JPG) RENDER TIME: 1.35 HARDWARE USED: PC, 486DX4 100 Mhz 8 Mb IMAGE DESCRIPTION: If you want to make sure the earth is still spinning, here's one way to do it. Find a room with a high ceiling. Hang a pendulum close to the floor and make it swing. The plane in which the pendulum is swinging will rotate in a clockwise direction. This experiment can be used to measure time if the latitude is known. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Not much to say here. All objects were made directly in a text editor, no modeller was used. The textures are mostly (modified)standard textures. The trickiest part was to get the vault look good(you don't see much of it though). frozen ------ EMAIL: allianz@mailnet.rdc.cl NAME: Ulrich Goeltner and Patrick Baur TOPIC:Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: PovRay for Windows 3.0.beta.7a.winwat32 TOOLS USED:Paint Shop Pro (to convert TGA to JPG) RENDER TIME: 3h 40min HARDWARE USED: 486DX-75 PC IMAGE DESCRIPTION:Frozen Time A watch in an ice-cube with a snowy landscape. The feeling of being helpless in front of time. The same watch indicates several hours, just because it is reflected in an ice-cube. Time has many faces (reflections in the cube) but at the end it never changes, thus it is frozen (ice-cube in snowy landscape). DESCRIPTION OF HOW THIS IMAGE WAS CREATED: We used exclusively PovRay for Windows 3.0. The numbers of the watch are made with the "text" feature of PovRay 3.0. The signature is a height-field using a gif-file created by Paint-Shop Pro. The landscape is another gif-file projected on a box. The cube is a superellipsoid with a glass-like texture, using a diamond refraction (ior 2.4) and some reflection. The rounded shape of the superellipsoid gives some nice effects. Standard "texture.inc" file by PovRay is used. frozen.gif: landscape by KODAK copy.gif: height_field file for signature frozen.inc: the watch (can be used as "object{Watch}") uhr.ttf: font-file for digits (times.ttf) gdwsun2 ------- EMAIL: gdw1@cornell.edu NAME: Gregory Wilson TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POVRay3.0 for Windows TOOLS USED: None RENDER TIME: 7 hr HARDWARE USED: Zeos 486DX266 IMAGE DESCRIPTION: A curved sundial beside a calm, mist-covered ocean. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Just using the features of POVRAY 3.0, I created this one out of my head. Continuing to think about how time has been measured. Used several standard include textures, like the clouds and ground textures. The sundial here is a take off of one I had in my front yard when I was growing up. The ground surfaces were all created using POVRay and outputing to 16bit grayscale tgas. The three background files need to be rendered first before the final scene is rendered. The concept for these is the same as one of the demo files with POVRay3.0beta, "crater.pov". The fog is a layered one. I got the idea for this by reading the 3.0 documentation. For the numbers, I chose Roman numerals becuase they look better than just normal numbers. The font is Bernhard Modern Bold. You will need to change this if you do not have it. The sky is Darin Dugger's DD_Cloud_Sky texture mapped onto a pair of planes as per in the "skies.inc" file included with POV3.0b. Enjoy! gkltime ------- EMAIL: tatsu6@aol.com NAME: Gregory Lee TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray beta 3.0 for Windows TOOLS USED: Pov-Ray Windows editor RENDER TIME: 7 min 58 sec HARDWARE USED: Pentium 133mHz IMAGE DESCRIPTION: The image is several clocks that are suspended in air. Each is a time portal, but they tell time not transport. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I made the background of the ground, sky and fog. The textures were made by Jason Formo. I then used a text editor to made a torus for the edge of the clock. The hands are cylinders with cone caps on both ends. The face is a glass elipsoid with slight ripples on the surface. I then replicated several clocks with differect positions and rotated each differently. gotime1 ------- EMAIL: obukhov@oea.ihep.su NAME: Gena Obukhov TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0.beta7 TOOLS USED: Blob Sculptor RENDER TIME: 1 day 22 hours 4 minutes HARDWARE USED: IBM PC/AT 486DX2 40 MHz 24Mb IMAGE DESCRIPTION: "Brain Drain" is the title of the picture. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I guess some people recognize this head. I have already used it in my picture for "Science" topic. It was created under "Blob Sculptor". gotime2 ------- EMAIL: obukhov@oea.ihep.su NAME: Gena Obukhov TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0.beta7 TOOLS USED: HF-Lab RENDER TIME: 3 hours 58 minutes HARDWARE USED: IBM PC/AT 486DX2 40 MHz 24Mb IMAGE DESCRIPTION: "Beach Robbers" is the title of the picture. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I used HF-Lab only for heightfield creation (sand). I didn't attach this map to source because it's 2Mb TGA file. gotime3 ------- EMAIL: obukhov@oea.ihep.su NAME: Gena Obukhov TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0.beta7 TOOLS USED: RENDER TIME: 7 days 10 hours 32 minutes HARDWARE USED: IBM PC/AT 486DX2 40 MHz 24Mb IMAGE DESCRIPTION: "22:00" is the title of the picture. I kept Berlin in my mind as a model for this image. But I don't mind if you think that it's also similar to Paris, London or anything else :) DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All things were drawn on the graph paper and than transfered into POV-Ray. All buildings came from my mind and have not real prototypes. I used some new POV-Ray features, such as: prism, sky_sphere, brick, normal_map, while-end loops, fade_distance and some others. graveyrd -------- EMAIL: sci-tag@jcu.edu.au NAME: Troy Growden TOPIC: Time - I guess a Graveyard can be considered a subject related to time (you know - the END of time !) COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: PovRay For Windows 3 Beta TOOLS USED: PovSB 0.99h for all Modeling (Excellent Modeller), Photoshop for Labeling and Converting PovRay For Windows 3 Beta Windows Notepad :) RENDER TIME: 14 minutes HARDWARE USED: Pentium 100, 32 MB Ram IMAGE DESCRIPTION: A Graveyard scene with a rundown, rusted fence. The head stones are leaning and mossy. The ground is weeded, toadstools growing around. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This was made by first creating the various components (the fence, the various stones, the toadstools, each clump of "weeds" etc), then placing them onto the scene, duplicating, and rotating them at different angles to make them look different. There was a BIG problem in that when I decided to put the weedy looking objects into the scene. I tried a variety of other ways of putting weeds/grass into a scene, but the best effect was through creating the clump with a group of very thin cones (12 of them in each), and then pasting them into the scene MANY time! (I can only guess - but povray reports about 34,000 objects -99% of which were the grass objects!) The problem was that even with 32 mb of ram - the modeler was having a hard time diplaying every object - it just took ages to re-draw the scene! After I was happy with the scene, I added the fog effects with the Windows Povray 3 Editor, and notepad. Other Information: I am only new to the RayTracing Scene, but am really keen to learn as much as possible (ie any pointers, info, anything would be GREATLY appreciated!). This is my first scene. :) 15/5/96 gveyard ------- EMAIL: tket@spider.compart.fi NAME: Timo Ettanen TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0beta TOOLS USED: tga2gif, fractint, tgatxt, cjpeg RENDER TIME: 22 h 4 min 38 sec HARDWARE USED: 486 DX2-66 IMAGE DESCRIPTION: This is my attempt to look at the topic in wider perspective. My image shows the passing of time in the contrast of old graveyard and babycarriage. Mother has left her baby for a few minutes on a walkway of an old graveyard. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This scene has lots of heightfields. Images used in heightfields were produced by small Pov programs included in gveyard.zip, Fractint provided an plasma image used as an heightfield in very rough stone surface. GraveGranite texture were modified from Pink_Granite texture from standard textures.inc. It uses some of the pov 3.0 features, such as: #while and #if directives in chains and wheels, crackle texture and ground fog. I tried to resist the temptation to use fogs in this old graveyard and failed miserably:), but still I think it enhances the old and timeless feeling of the graveyard. I did this image entirely by hand modelling. Also the bicubic patches in the babycarriage were modelled by hand. I had to produce smooth character set for carving names out of the gravestones. It is included in gveyard.zip as smoochar.inc. helio ----- EMAIL: WLJG48E@Prodigy.com NAME: Daniel L. Isdell TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: PovWin 3 beta 13 TOOLS USED: POV3, Moray, Paint Shop Pro, and Corel Draw v.4.0 RENDER TIME: 3 hours 29 minutes 5 seconds HARDWARE USED: Pentium 60 Mhz. IMAGE DESCRIPTION: A heliochron (sundial) in a garden. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This image is of a type of sundial called a heliochron or bowstring sundial. It was created with POVWin 3 Beta 13. The irises and curtains were modeled with Moray. The image maps for the poem and engraved numerals were created with Paint Shop Pro. The image maps for the leaf shadows and iris petals were created with Corel Draw v.4.0 and modified with Paint Shop Pro. Everything else was created with the text editor built into POVWin 3. The texture of the sundial is T_Brass5. The texture of the column is T_Stone8. The texture of the clapboards is a white pigment with the Wood texture applied as the surface normal to give the impression of woodgrain showing through the paint. The 1200 blades of grass and the iris leaves make extensive use of POV 3's new rand function and while loops to create random size, scale, rotation, translation and colors. The flagstone is created using the new Crackle texture. Let me know what you think. Dan Isdell hglass5 ------- EMAIL: balou@teleport.com NAME: Brian Vandewettering TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winpov 3.0 Beta TOOLS USED: Visual C++ to generate a dialog app which created helix.inc RENDER TIME: 15 Hours 40 Minutes HARDWARE USED: Pentium 75 IMAGE DESCRIPTION: Initially, I was curious about glass blobs. After trying a few things I realized that they could produce an interesting hourglass. This is one of my first images but I'm pretty happy with it. The fog depicts a sandstorm in progress. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The wood and stone textures are borrowed from the samples distributed with the Texture Magic program. The sky sphere is found in POV's sky.inc. I used spherical glass blobs to get the hourglass shape with the Old Glass texture from POV's glass.inc. The triple helix wood shapes were created using CSG with the diffence of a cylinder and three clockwise helices formed from a series of spherical blobs. An identically sized, opposing object with three counter-clockwise helices joins the former in a union which defines the hourglass frame. Please forgive the slight lack of symetry between the top and bottom, I just ran out of time. hole ---- EMAIL:gerritvn@osi.co.za NAME:Danie van Niekerk TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Polyray v.1.8 TOOLS USED: "SWEEP" for wormhole's basic structure CSD for colours,various text-editors for the input file, My own text-to-blob utility written in Pascal RENDER TIME: 90 Minutes (In total) HARDWARE USED: Pentium 100 Mhz with Mathco and SVGA,standard mouse & keyboard IMAGE DESCRIPTION: Time-and the relativity of it,as shown by an imaginary picture of a "wormhole" (or black hole). The space-time-lines are distorted around it, and time is "drawn out" at the event horison.Although the "time" is identical everywhere,the perception of it, at different points,is relative to your viewpoint-the effects of this distortion has an outward rippling effect on the surrounding space. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I constructed a clock using discs,cones and a torus of transparent coloured glass.The numerals on the watch were constructed by a very simple utility I wrote in Pascal,which converts text to blob-components. The face of the clock was made using a noise_surface with a ripple-normal, as well as a colour-map.(The colours of which I made using CSD).The original idea for the ripple came from the classic "blue_ripple."The clock's background was intersected by a grouping of cylinders,giving the illusion of parallel white lines,placed so that it fits the camera view around the edges of the tiled image,for a "seamless" fit. The landscape around the hole was made by first generating an image of which the colouring was determined by a cyclic function.This was used as a heightmap,with the clock-image(already rendered)wrapped around it,using a planar imagemap. The "hole" itself was generated by a simple utility,called "sweep".In the program,a set of 2-d points are inputted by mouse,and a lathe-format is generated.I changed some of the hole's points manually,and united it with the landscape.The whole was coloured using the image of the traced clock, a shiny surface and four lights. ADDITIONAL INFORMATION: Anyone wiht + and - comments & suggestions,or who wants to look at the code,or who is also interested in Polyray code generation utilities can contact me at gerritvn@osi.co.za Danie van Niekerk hrglass ------- EMAIL: vansteen@tornado.be NAME: Roland Vansteenkiste TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT RENDERER USED: PovRay 3.0 for Windows beta 13 TOOLS USED: None RENDER TIME: resolution: 640x480 options +a0.1 35min 9sec HARDWARE USED: Pentium 75Mhz 16M Ram IMAGE DESCRIPTION: An hourglass; from a picture I found in an old book DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Looking at the scenefile explains everything hrglazbr -------- EMAIL: balan@imagine-net.com NAME: balan r. menen TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0b7.mac1 TOOLS USED: Photoshop (for crop 'n conversion to JPEG) RENDER TIME: approx. 40 hrs (in background) HARDWARE USED: PowerMac 7200/75 IMAGE DESCRIPTION: venerable hourglass, symbol of objective time _ quantified, monotonous, irreversably linear__ sprouts new dimensions _ in subjective perspective _ qualified, multi-hued emotional meandering _ DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Started with a close packed collection of 12 spheres about a central one. // If you want to try this hands on: starting with a single marble on a flat surface_ arrange six more around it in just kissing contact _ you get a cluster of seven marbles in a hexagonal grid _ now place three more marbles in the valleys_ so that they touch the cenral one! _ that_s ten marbles add three more from below to touch the central one _ that makes thirteen _ Guru Bucky Fuller called this _Vector Equilibrium_ / _Dymaxion_. A crystallographer friend (Dr.K.Verughese) showed me_how these 12 spheres_ can be tidily located in integer cartesian coordinates by using the vertices of a cuboctahedron like this: <0,0,0> // central < 1, 1, 0> // and 12 kissin_ < 0, 1, 1> < 1, 0, 1> <-1, 0, 1> < 0, -1, 1> < 1, -1, 0> < 1, 0, -1> < 0, 1, -1> <-1, 1, 0> <-1, -1, 0> < 0, -1, -1> <-1, 0, -1> This sphere cluster was then Blobbed _ and the interlinking hourglass waists shaped by varying Threshold and Radius. Then came coloring_ starting White at center_ with pure Red, Green, Blue for three adjacent outer spheres _ and Cyan, Magenta, Yellow for their three polar opposites leaves us with a ring a six to be assigned blended colors (Red-Yellow, Red-Magenta, Green-Cyan, Green-Yellow, Blue-Cyan and Blue-Magenta) and lights _ just three pure Red,Green,Blue lights _ Next ran a 180 frame animation rotating the _Blobby Dymaxion_ about X and Y axes, looking for a good angle. // As serendipity would have it _ the best frame happened to be_Frame 101 ! with 102 coming in a close second Now it was glass time _ Solid glass doesn_t work __the stems just black out _ It had to be hollow thin-walled glass __ using CSG:Difference of two BlobbyDymaxions with different thresholds _ // 0.488 for the outer and 0.4895 for inner //for a Radius =1 and StrengthVal=0.955 The finish is standard F_Glass3 with transparency upped to 0.98 /*** It seems the finish has to be specified with each sphere during blobbing! Calling finish after blobbing caused some strange but pleasant effects. The hilites are gone and the whole rendering took on a bright watercolorish look_ very flatlandish _ primitive , childishly bold! so i am entering that render also __ ***/ Getting accurate framing was difficult, so i wrote a small utility _ to find the row-column range for rendering a part of a larger Final render. That proved to be useful for doing sample renderings of certain key parts of the picture at different settings _ Found atmospherics and radiosity did not add anything to this model. And also that the ten-fold cost of supersampling and anti-aliasing did not provide significant additional info. So decided not to use any anti-aliasing. /* Am not presenting the source now becasue it is a part of a larger animation _ and would be confusing because i tend to name variables in my own language !*/ hrglazve -------- EMAIL: balan@imagine-net.com NAME: balan r. menen TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0b7.mac1 TOOLS USED: Photoshop (for crop 'n conversion to JPEG) RENDER TIME: approx. 40 hrs (in background) HARDWARE USED: PowerMac 7200/75 IMAGE DESCRIPTION: venerable hourglass, symbol of objective time _ quantified, monotonous, irreversably linear__ sprouts new dimensions _ in subjective perspective _ qualified, multi-hued emotional meandering _ DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Started with a close packed collection of 12 spheres about a central one. // If you want to try this hands on: starting with a single marble on a flat surface_ arrange six more around it in just kissing contact _ you get a cluster of seven marbles in a hexagonal grid _ now place three more marbles in the valleys_ so that they touch the cenral one! _ that_s ten marbles add three more from below to touch the central one _ that makes thirteen _ Guru Bucky Fuller called this _Vector Equilibrium_ / _Dymaxion_. A crystallographer friend (Dr.K.Verughese) showed me_how these 12 spheres_ can be tidily located in integer cartesian coordinates by using the vertices of a cuboctahedron like this: <0,0,0> // central < 1, 1, 0> // and 12 kissin_ < 0, 1, 1> < 1, 0, 1> <-1, 0, 1> < 0, -1, 1> < 1, -1, 0> < 1, 0, -1> < 0, 1, -1> <-1, 1, 0> <-1, -1, 0> < 0, -1, -1> <-1, 0, -1> This sphere cluster was then Blobbed _ and the interlinking hourglass waists shaped by varying Threshold and Radius. Then came coloring_ starting White at center_ with pure Red, Green, Blue for three adjacent outer spheres _ and Cyan, Magenta, Yellow for their three polar opposites leaves us with a ring a six to be assigned blended colors (Red-Yellow, Red-Magenta, Green-Cyan, Green-Yellow, Blue-Cyan and Blue-Magenta) and lights _ just three pure Red,Green,Blue lights _ Next ran a 180 frame animation rotating the _Blobby Dymaxion_ about X and Y axes, looking for a good angle. // As serendipity would have it _ the best frame happened to be_Frame 101 ! with 102 coming in a close second Now it was glass time _ Solid glass doesn_t work __the stems just black out _ It had to be hollow thin-walled glass __ using CSG:Difference of two BlobbyDymaxions with different thresholds _ // 0.488 for the outer and 0.4895 for inner //for a Radius =1 and StrengthVal=0.955 The finish is standard F_Glass3 with transparency upped to 0.98 /*** It seems the finish has to be specified with each sphere during blobbing! Calling finish after blobbing caused some strange but pleasant effects. The hilites are gone and the whole rendering took on a bright watercolorish look_ very flatlandish _ primitive , childishly bold! so i am entering that render also __ ***/ Getting accurate framing was difficult, so i wrote a small utility _ to find the row-column range for rendering a part of a larger Final render. That proved to be useful for doing sample renderings of certain key parts of the picture at different settings _ Found atmospherics and radiosity did not add anything to this model. And also that the ten-fold cost of supersampling and anti-aliasing did not provide significant additional info. So decided not to use any anti-aliasing. /* Am not presenting the source now becasue it is a part of a larger animation _ and would be confusing because i tend to name variables in my own language !*/ hrnoglss -------- EMAIL:bbowen@cswnet.com NAME: Barrett L. Bowen TOPIC: TIME COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0 beta 0.7 for Windows TOOLS USED: GUM beta 0.91, POVCAD 4.0, WCVT2POV, PaintShopPro 3.0 RENDER TIME: 7hrs. 26mins. 25secs. HARDWARE USED: Gateway2000 486DX2-66V running DOS 6.0 and Windows 3.1 IMAGE DESCRIPTION: Discrete units of infinity -- hours, minutes, and seconds -- just stack up one right after another and stretch out forever. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I thought it would be fun to render infinity as an iterated fractal using an hourglass where the supporting posts were themselves hourglasses in turn having posts that were hourglasses, in turn having . . . you get the idea. I was right: it was fun. But it looked kind of lonely just sitting there in the middle of nothing all by itself. Of course infinity runs all directions so I thought hundreds of these fractal objects stretcing out to . . well. . infinity, would keep it company and be even more fun, as well as make the scene more interesting. The hourglass itself was designed in GUM with 4 copies of a bicubic patch and two tori. The discs capping the tori were added by hand. I kept all of the numbers to whole integers for convenience in calculating the ratios, offsets, etc. necessary to implement a recursive placement algorithm. A careful study of the recursion examples included in the POV-Ray 3.0 distribution files and lots of trial and error eventually gave me what I was looking for. Well, almost. . . I kept running out of memory! As you may know, POV provides two forms of bicubic patch objects. One precomputes all of the triangles before rendering which speeds things up but uses more memory. I could only achieve ONE level of recursion with it. The other stores only the points and calculates the patch triangles as it renders. I achieved two levels of recursion with it, but, the test renders were so excruciatingly slow that experimenting with other aspects of the scene became a real pain. So. . . After experimenting with the surface-of-revolution, and lathe objects, and subsequently rejecting them for speed ( STURM keyword almost always required) I returned to GUM and changed the B-rep of one of the patches to "mesh" with the u and v steps set to 20. I then "zoomed" in real close to each of the mesh inter- section points along one edge and recorded the x,y values under the mouse to the nearest quarter value (x.0, x.25, x.5, x.75). In POVCAD, I zoomed the world units out to accomodate the size of the hourglass(+-64), increased the grid spacing to match the quarter values (64*2*4), and created a .pth path data file from the points I recorded from GUM. I swept the path 360 degrees in 28 segments. I then used WCVT2POV to calculate smoothed normals from the resulting .raw triangle file, and output a POV .inc file. Finally, I changed the "union{. . . }" statement to a "mesh{. . . }" statement and solved part of my memory problems. Using Pov's highly efficent mesh object allowed me squeeeeeeze out a third level of recursion after I set my temporary swap disk in windows to 35M and made the level 0 object just a cylinder. It rendered relatively fast too. As you can see, 2 levels of recursion were sufficient, and, left plenty of room for sand in the hourglass ( which you don't see, more on that later. . .) but I could only get a couple or three copies of the fractal object before I hit the memory barrier again. So how 'did' I get all those hourglass objects in there? It's all done with mirrors ( I've always wanted to say that ) : Five merged planes, dark gray in color, completely transparent, with luminous, perfect mirrored finishes, form 3 walls a floor and a ceiling around just one fractal object The three walls are positioned to form a right triangle with the right angle behind the center object proportional to the distance of any one hourglass's center and its parent's center. And obviously, the ceiling and floor touch the top and bottom respectively. Of course I can't have flowing sand with mirrors or every other level of reflection would show sand flowing the wrong way. The texture of the mirrors was arrived at solely through trial and error. Basically, here is what is happening: The color chosen is made clear to allow the light in. Dark gray, because white overly brightens everything since the color of the reflective surface is mingled in with the color of the reflected object. Not completely black because some brightening provides a distance attenuation effect similiar to fog. This helps compensate for some of the loss of depth cueing that results from reflected rays not casting shadows. A side benefit is that it works well with POV 3.0's adc_bailout value to save rendering time. Finally, it is luminous (POV keyword:"no_shadow")to prevent floating shadows that appear as darkened areas in the picture. Notice there is no glass. I tried it, but since clear mirrors precluded the use of a background object ( it would be visible "through" the reflected objects) the glass just sort of vanished in odd places. I also tried completely filling the glass with sand, giving the solid pigment a glass finish, and substituting in a different colored wood to make it look like a carving. The scene is so near to being overly busy though, that the plain dull pigment has a pleasing, compensating effect. I just liked it better the way it is. Last but not least, four soft area lights add just enough realism to make you want to reach out and grab one of those hourglass objects. This is especially evident in the upper and lower left corners. I've sure had fun with this one and learned a lot along the way. I hope you enjoy it as much as I did. iaclock ------- EMAIL: iarmstrong@cix.compulink.co.uk NAME: Ian Armstrong TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0beta TOOLS USED: RENDER TIME: 26h 49m HARDWARE USED: Pentium 120 IMAGE DESCRIPTION: A DIY attempt at building an electric clock from bits & pieces. Much the sort of thing I used to dabble with as a schoolboy many years ago... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Done entirely in Povray 3.0 using lots & lots of those lovely #while loops and superellipsoids. The sketch of the gears was obtained by rendering the gear-train in povray, then using PaintShop Pro image filters. Most of the rendering time comes from the area lights used to give the soft shadows. icetime1 -------- *************************** Ray-Tracing Competition ***************************** EMAIL: jlhote@planete.net NAME: LHOTE Jean-Claude ( GASSER Lionel ) TOPIC: Internet Ray-Tracing Competition - TIME - COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 beta 6 & 7 TOOLS USED: Image-in ( Mustek scanner software ) , Moray 2.0g RENDER TIME: 12 h 30 min for the image-map and 14 h for the final one. HARDWARE USED: Pentium 166 - 32 Mo RAM, Mustek scanner IMAGE DESCRIPTION: This is a very humble tribute to the entire surrealistic work of SALVATOR DALI DESCRIPTION OF HOW THIS IMAGE WAS CREATED : My work was based on the Dali's "Persistence of memory" painting: _ First, i have scanned this painting in an encyclopaedia of art. _ Then, i've placed it in a scene as an image-map with other classical objects on time subject (such as skull for death, clocks, hourglass...) _ This first image was enterely modellised with MORAY 2.0 and renderered with povray 3.0-b.6 ( saved as "icetime1.jpg" ) _ The final image is constituted with the first one and used as a secondary image-map in a final scene ( an iceman regarding and touching the painting in a special frozen space ) -> " THE FROZEN EFFECT OF TIME " _ This final image was renderered with povray 3.0-b.7 (saved as "icetime2.jpg" ) ********************************************************************************* icetime2 -------- *************************** Ray-Tracing Competition ***************************** EMAIL: jlhote@planete.net NAME: LHOTE Jean-Claude ( GASSER Lionel ) TOPIC: Internet Ray-Tracing Competition - TIME - COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 beta 6 & 7 TOOLS USED: Image-in ( Mustek scanner software ) , Moray 2.0g RENDER TIME: 12 h 30 min for the image-map and 14 h for the final one. HARDWARE USED: Pentium 166 - 32 Mo RAM, Mustek scanner IMAGE DESCRIPTION: This is a very humble tribute to the entire surrealistic work of SALVATOR DALI DESCRIPTION OF HOW THIS IMAGE WAS CREATED : My work was based on the Dali's "Persistence of memory" painting: _ First, i have scanned this painting in an encyclopaedia of art. _ Then, i've placed it in a scene as an image-map with other classical objects on time subject (such as skull for death, clocks, hourglass...) _ This first image was enterely modellised with MORAY 2.0 and renderered with povray 3.0-b.6 ( saved as "icetime1.jpg" ) _ The final image is constituted with the first one and used as a secondary image-map in a final scene ( an iceman regarding and touching the painting in a special frozen space ) -> " THE FROZEN EFFECT OF TIME " _ This final image was renderered with povray 3.0-b.7 (saved as "icetime2.jpg" ) ********************************************************************************* jcdial ------ EMAIL: jcheves@ix.netcom.com NAME: Joel R. Cheves TOPIC: Time Competition COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winPOV 3.0 beta TOOLS USED: Breeze2 - CorelDraw RENDER TIME: 30 minutes HARDWARE USED: Pentium 133/16 IMAGE DESCRIPTION:The Sands of Time: before the Rain - 800x600 jpeg DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The Sundial was created as follows: 1st the shape of the 2 components were designed with Coreldraw and exported as dxf files. Breeze2 was then utilized to extrude and scale. A little crand and irridesence was added for texture. The Sun in the background was created by utilizing a gif created with DeluxePaint II enchanced to dipict the sun. {Still love this old Dos program. Wish Electronic Arts would do a Windows version!} The image was rendered with PovRay 3 beta (Nice work guys!) on a Pentium 133/16. Please visit my homepages & gallery. (When CIS expands space availability, I plan to add many more traces!) URL: http://ourworld.compuserve.com/homepages/jcheves/gallery.htm jcdial2 ------- EMAIL: jcheves@ix.netcom.com NAME: Joel R. Cheves TOPIC: Time Competition COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winPOV 3.0 beta TOOLS USED: Breeze2 - CorelDraw RENDER TIME: 25 minutes HARDWARE USED: Pentium 133/16 IMAGE DESCRIPTION: On the Ocean of Time: after the Rains - 800x600 jpeg DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The Sundial was created as follows: 1st the shape of the 2 components were designed with Coreldraw and exported as dxf files. Breeze2 was then utilized to extrude and scale. A little crand and irridesence was added for texture. The starry background was added with PaintShop Pro. (If anybody out there that knows of a good random star field generator, please email me at above address) The image was rendered with PovRay 3 beta (Nice work guys!) on a Pentium 133/16. Please visit my homepages & gallery. (When CIS expands space availability, I plan to add many more traces!) URL: http://ourworld.compuserve.com/homepages/jcheves/gallery.htm jlglass ------- EMAIL: landj@andrews.edu NAME: Jeff Land TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 beta 6 TOOLS USED: Moray 2.0, Blob, and Paintshop Pro RENDER TIME: About 30 minutes. HARDWARE USED: 486/66 DX2 IMAGE DESCRIPTION: Since the topic is time, an hourglass naturally comes to mind. Since I'm only a beginner at raytracing (This is my first serious attempt at a good image. I'd only been playing around with Bezier Patches before hand), so I decided that I might as well make my mark by entering a contest. Well, the image is of a wizard's desk, containing an hourglass, books on various subjects of wizardly interests, and a paper depicting how to travel through time.(Sorry the pper is more or less unreadable. As I mentioned, I'm only a beginner at this. The paper would be quite amusing if you could read it.) I intentionally did not put a background in, as I feel that it would interfere with the atmosphere that the picture otherwise generates. I hope everyone enjoys the image. An comments, suggestions, help, etc. would be appreciated! DESCRIPTION OF HOW THIS IMAGE WAS CREATED: It wasn't that hard to model, just getting the blobs into the right places was the hardest part. Which was not really all that difficult. jsktime ------- EMAIL: RODney@sisna.com NAME: Joseph Keller TOPIC: Time (Passing of) COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0 beta 7 TOOLS USED: Just a text editor and POV-Ray (Even all the Hight Fields!) RENDER TIME: 31 min. 46 sec. HARDWARE USED: Pentium 166, 32 meg ram, 4 meg Matrox Video card IMAGE DESCRIPTION: The world passing through time. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I started by making a 18 meg hight field with POV-Ray, and a big clock image map. All the maps were made with POV-Ray 3. The following is a list of rendering time. CLOCK.POV 1000 X 1000 took 1 min. 18 sec. Clock image map HF.POV 2500 X 2500 took 20 min. 43 sec. Hight field JSKTIME.POV 800 X 600 took 31 min. 46 sec. Main image jwdisom ------- EMAIL: z3a12@ttacs3.ttu.edu NAME: Jeremy C. Witt TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 TOOLS USED: Scratch Paper and a Calculator RENDER TIME: HARDWARE USED: Pentium 120/16Meg IMAGE DESCRIPTION: This is an interesting clock out of the back of my mind. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This image was completely modelled by hand. I rendered the image on Povray 3.0 Beta 7 for windows, but the image is Povray 2.2 compatible. kjsclock -------- EMAIL: kjs@vt.edu NAME: Ken J. Shiring TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Pov-Ray v3.0 beta TOOLS USED: Moray v2.02.wat Graver for Windows Paint Shop Pro v3.11 RENDER TIME: 1 hour, 55 min, 13 sec HARDWARE USED: Pentium 66mhz Pentium 166mhz IMAGE DESCRIPTION: Ornamental clock on a mantelpiece DESCRIPTION OF HOW THIS IMAGE WAS CREATED: With a lot of work :). All modeling was done in Moray v2.02, with the image maps created with Paint Shop Pro v3.11 and Graver for Windows. All textures are modified versions of the ones that come in the standard Pov-Ray libraries. This clock design is an (almost) exact copy of a clock I have at home. The clock face has been replaced for visual reasons. This is the first real scene I have ever rendered and seen by anyone but me, so go easy on the criticism :-). Without a doubt the hardest element to produce was the clock hands. Every detail on them is meticulously recreated to match the original. The hands took over one half of the total design time of the clock. The handle was created in AutoCAD v12, and exported as a mesh and integrated into the scene. There are a few things about this scene that didn't turn out quite right in my opinion, but over all I am very satisfied with the outcome. Thanks to Moray's excellent design paradigms, the number of objects in this scene was kept to a comfortable minimum. I think Both machines I developed this scene on had 16 megs of RAM, so I have no idea whether it will render on anything less (but probably will). If this scene does at all decently in the voting, I will probably register Moray :). K.J.S. kmdeath ------- EMAIL: mein@cs.umn.edu NAME: Kent Mein Topic: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Persistence of Vision(tm) Ray Tracer Ver 3.0.beta.7.Linux.gcc TOOLS USED: MNM, winBlobs RENDER TIME: 0 hours 36 minutes 37.0 seconds (2197 seconds) HARDWARE USED: Pentium 75 with 16meg memory IMAGE DESCRIPTION: Death holding an hourglass running out of time. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The scythe: The blade is a CSG, basically I took a sphere and chopped it up. While the handle is just a cylinder with a wood texture. The hourglass: The hourglass itself is made up of 3 rotational objects which I made in mnm. the three parts are in the files base.inc, glass.inc and pole.inc. The sand inside of the hourglass was done using the new halo effect. there is a solid textured object with a halo object around it and slightly larger. Death: The eyes of death are done with the halo effect also. The hood was done with winblobs and then some CSG to carve out a place for death's head. (also to change the texture of the inside so it does not reflect light). Deaths hand was a blob done by hand using cylinders. Background: I toyed with a number of ideas for the background. What I really wanted to do was keep the hourglass and the blade of the scythe bright and fade everything else. I also wanted to have stars in the background towards the top of the image, however when I put this in for some reason the eyes disappeared. If I had more time, I would have added more swirling fog/mist. kmtime ------ EMAIL: klynn@minn.net, moses@acm.org NAME: Kevin Lynn, Matthew Moses TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT RENDERER USED: Povray 3.0 Beta TOOLS USED: Aladdin, Sculpt 3D, Lightwave 3D, WC2POV, Custom file format translators RENDER TIME: 28 minutes 51 seconds HARDWARE USED: Rendering: Pentium 90, Modeling: Pentium 90, Amiga 2000 IMAGE DESCRIPTION: One way to salvage a losing position is wait until your opponent loses interest -- or dies! Rotlewi-Rubinstein, Lodz 1907 In contrast to his great rival, Lasker, Akiba Rubinstein was a player of calmness and simplicity; at his best, his victories seem as inevitable as the tide. Here he demonstrates the value of time. In symmetrical position, White's first loss of tempo permits Black equality; the second invites a brilliant, devastating -- and logical -- attack. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Modeling was done with Aladdin, Scuplt, and Lightwave. The models were then converted to POV triangles with various translators. The windows Povray 3 Beta was used to bring the objects together, design the view, add coloring and textures, and do the final rendering. lifetime -------- Email: tmcdonou@bucksnet.bciu.k12.pa.us Name: Thomas McDonough Topic: Time Copyright: I submit to the standard raytracing competition copyright. Renderer Used: KPT Bryce 1.0 for the backdrop and Specular Infini-D 2.6 for the final image. Tools: Ktp Bryce,Infini-D, scanner, Adobe photoshop for file conversion. Render Time: 3.2 hours combined for backdrop and final image. Hardware: Macintosh 660 AV accelerated to 66mHz. Image Description: A hour glass that contains a portion of a DNA molecule flies over a sea that contains images of increasingly complex organisms. The landforms in the background show the changes in the earth's geology over the same time periods. Description of how this image was created: This image was put together in two parts. First the backdrop was created with KTP Bryce 1.0 an older Mac program that is great for making landforms but rather difficult to make other things. The finished image was saved and used as a background for Infini-D the final modeler and raytracer. The Hour glass was made from four different lathe objects. The inner part of the glass was mapped with an image of a DNA molecule I created on a chemistry program several years ago. The ocean was created with Infini-D with two wave forms and a frequency of 1 wave per second (when used in an animation). The images of the primitive organism, cell, fish, iguana and person were scanned then mapped to transparent planes to render shadows and reflections. I'm working with a three year old machine which is very slow but I think the image turned out quite well. I thought it might be good for this area to get some Mac representation. link ---- EMAIL: robomark@ihug.co.nz NAME: Mark Gilliver TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winpov 3.0beta TOOLS USED: GUM 0.92, Breeze Designer 2.01 RENDER TIME: 3 hours 18 minutes HARDWARE USED: 486DX2-66 IMAGE DESCRIPTION: I call this device 'Time's missing link'. It is a standard hourglass with an extra tube (on the right) and a motor to recycle the sand to the top sphere. The motor is powered by a battery which is recharged by the small solar dish on top. The electricity is also used to run the laser in the neck of the hourglass which measures the sand passing through and this run the digital clock at the base. It's my idea of what might happen if gears had not been invented. Where the idea came from I don't know, I think it was a slow day at work. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: As my version of GUM is unregistered I am limited to 50 objects in a file. To overcome this I created the model in sections. I started with the support structure to determine the overall size and position of everything. The other sections were done by using a piece of the structure as a reference point. The textures were done using the POV-Ray sample textures, importing them into Breeze Designer (which has a good texture facility) and then tweaking them to my preference. Finally I created a file with the lights, camera and base plane in it. I then imported all of the sections and rendered it. The GUM restriction only means you can't save more than 50 object in a scene. WHAT I KNOW CAN BE DONE TO IMPROVE THE PICTURE (but didn't have the time to work out...) The laser beam is only a cylinder, a cylindical light would be better as it would 'glow' on the surrounding objects. The lights would look better with Area spot-lights but the rendering time would make it prohibitive on my machine. The textures currently make the object look like it belongs in a mystical stand at a fair ground. A good varnished wood texture and maybe a clear glass with a coloured vein running through it would raise it market value. losttime -------- EMAIL: firestar@eskimo.com NAME: Ryan Wellman TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: WinPov 3.0beta7a TOOLS USED: Corel Draw v3.0 RENDER TIME: 2 hours 2 minutes HARDWARE USED: Pentium 133 IMAGE DESCRIPTION: This image is actually a hybrid of two ideas that I came up with shortly after I heard that this competition was being held again. The first was a room full of all sorts of clocks scattered around randomly. The second was to have a series of images of a plant starting from a seedling growing into adulthood, then aging and dying. With all the images positioned in a spiral in front of a large clock face. Well, somehow those two ideas ended up resulting in the current picture. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The textures were all from the standard PovRay texture library (this is my second real image and I haven't figured out how to make decent textures yet). The face of the clock was drawn in Corel Draw, I don't remember which font I used for it though. The entire scene was designed using only using pen, paper, my mind, and a few accidents thrown in for good measure. :) For the placing of most of the clocks, and for creatting the vaulted pillars next to the face of the clock I used povray v3's looping features. The clock itself consists mainly of boxes and cylinders. The pattern at the top of the clock consists of twelve tori. The chain link consists of a lot of streached out tori. In all it took me about a 4 weeks on and off to design the grandfather clock and three days to do the final possitioning and rendering of everything. lp30myad -------- EMAIL: lpurple@netcom.com NAME: Lance Purple TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray for Windows v3.0 (beta) TOOLS USED: LView 3.1 (to convert TGA->JPG and add signature) RENDER TIME: about 2 hours HARDWARE USED: 486-DX66 IMAGE DESCRIPTION: Scene from Chapter 11 of H.G. Well's "The Time Machine": the Time Traveller standing on a beach in the year 30 Million AD. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Mostly by trial-and-error. The sky and beach textures took about a week each, the Time Traveller 3 days, and the Time Machine a day. masters ------- EMAIL: jsov3279@ss1000.ms.mff.cuni.cz NAME: Jaroslav Sovicka TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Wayward Brains' Raytracer PV 0.933 TOOLS USED: FD Painter 3, PhotoShop 2.5, CorelXara RENDER TIME: 7 hours 11 minutes HARDWARE USED: 486 DX2/80 IMAGE DESCRIPTION: When I decided to enter the competition I thought of what the "Time" means to us. Among plenty of other things it RULES. IT is the MASTER.. Time or at least it's "followers" watches, clocks.... and we just live in fear, controlled by them, just like puppets or SLAVES. So here we are in a landscape full of gigantic Masters. It's called "Masters and Slaves". DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I think the most interesting thing about this image, is that It represents not only the work spent on the image itself but also on the raytracer. We had to implement many new features just to be able to make it. For example the slight fog above the ground was implemented just about 14 days ago. I have to thank my friend and member of the Wayward Brains Team MMCC for his cooperation in the development of the raytracer So now about the scene: Objects: the clocks were written by hand without any modeller as a CSG structures. In fact I made more clocks and watches than I really used :) so they can be found in the sources but not in the final version of the picture. The people are made as height fields out of bitmaps made in Fractal Design Painter :) Textures: the sky texture is pretty old. It is a photograph of a sunset, but I had to modify it to look like continuous texture all around 360 degrees. I made it by hand ( about half of the image is made by me) using Photoshop 2.5. As I wrote it is old and I didn't make it exclusively it for this image. Ground texture is made in Fractal Design Painter 3 and the bump texture is originally a marble color texture ( you wouldn't guess so would you ?) The shape of hands and faces of the clocks were made in Corel Xara and FD Painter. mchsund ------- EMAIL: mhunter@dief.demon.co.uk NAME: Matthew Hunter TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0.beta.7.msdos.wat-cwa TOOLS USED: RENDER TIME: 6 hours 53 minutes 37 seconds HARDWARE USED: P100 / 8Mb IMAGE DESCRIPTION: A sundial in the foreground, in the garden of a large house, representing both the passage of time, and how little time changes some things. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The full povray source code is included in the accompanying zip file. All the objects in the scene are fairly basic CSG constructions, the sundial itself for example consists of a few boxes, a cylinder which is copied and rotated around the centre to build the fluted pillar effect. An indent is cut into the top and the sundial face is added. A frequently recurring object is the rounded box, which is a flat box, the length of the two sides can be specified, as can the height. A slightly smaller box is then created, surrounded by a cylinder along each edge, and a sphere on each corner. I originally created it for the top of the sundial, but I later found many more uses for it - on the steps and stone railing around the terrace, and in making the back door frame of the house. The lawn comprises two boxes, the grass, and the earth below which lets the grass hang over the edge. The house could almost certainly be simplified for use in the final image, several sections are not visible, and since the windows are reflective it was not necessary to cut out the insides, or put in the floors, but who knows I might get round to modelling the inside eventually. If you try and re-render the image be aware that the clock value will set which camera is used, so I could easily look at the scene from different angles without having to move the camera each time. Take a look at the time.pov file where the cameras are defined, each has a rough description of what it is looking at. Cameras 1-15 will work at 'standard' resolutions eg 640x480 cameras 16 & 17 are widescreen (16 was used to render the final image) and set at 2.35:1 so adjust the image size accordingly. Matthew mcsndial -------- EMAIL: markchny@ionet.net NAME: Mark A. Chaney TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 2.2 TOOLS USED: Moray 2.0 RENDER TIME: 2HRS 44MINS HARDWARE USED: PENTIUM 75MHZ 16M RAM IMAGE DESCRIPTION: I could not imagine a more timeless icon to represent time than a sundial. As you can see the sundial virtually fills the entire image. In many ways I find that I allow my obsession with time to fill my own personal perspective. I have to take a step back, recognize the beauty that surrounds me, and take the "Time" to appreciate it. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I used Moray 2.0 (it's registered) as a frontend modeler for Povray 2.2. The image was created using TRANS SWEEPS, PLANES, and CSG GROUPS. The textures were created or directly obtained from Moray 2.0. metronom -------- EMAIL: karl@tgis.co.uk NAME: Karl Manning TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray V2.2 TOOLS USED: RENDER TIME: 3 and a half hours HARDWARE USED: Compaq Elite 4/75 IMAGE DESCRIPTION: After brainstorming on time, I chose the idea of "keeping in time." The metronome helps to maintain a strict time. The sheets of music are to emphasise the point of a metronome. The conductors in the background fading into the distance (an idea from my girlfriend) are to show the passing of time. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This was built using the basic primatives from POVRAY2. All parts of the image are generated from POVRAY2. The main shape used in the picture is a truncated pyramid (a new shape defined using planes). This has been used everywhere, after being suitably scaled. The conductors 'tails' were originally cones, after changing these to truncated pyramids, the compilation time doubled ! I really wanted to create an outlined, ghostly image for the conductors but was unable to generate something I liked. The sheets of music were built up from a single note, which became a bar, which became a line, which became a sheet. Lots of unions used to define it ! mhftime ------- EMAIL: mfraser@kw.igs.net NAME: Morgan Hamish Fraser TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0 Beta 7, Windows beta 13 TOOLS USED: Microsoft Excel, LPARSER, Corel Photopaint, FRGEN RENDER TIME: 7 hours 41 minutes HARDWARE USED: 486 DX-50 - 8Mb Ram IMAGE DESCRIPTION: A time machine currently sitting beside a rather new medieval castle. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This is one of my early attempts at creating something using a raytracer. After some thought, I came up with the idea of doing a time machine - I've always been facinated with the possibility and paradoxes associated with the subject. The machine itself is actually modeled after a concrete toboggan which myself and some friends built for a competition in Winnipeg earlier this year - There are of course a few differences. The entire machine itself was done using a piece of paper with a blueprint sketch on it, and a text editor. The LED console on the front was drawn using Corel Photopaint. To add a little more realism to the machine, I made all the metallic surfaces slightly dented. The glowing auras around the metal bulbs at the top of the machine represent some kind of temporal distortion field used for the time travelling. They were created using the new Halos of POVRay 3.0. One the actual machine was done, I contentrated on the scenery. The tree which you see were created by simplifying one of the sample trees which came with LPARSER. The leaves are simulated using a green halo. The mountains in the background are a simple height field with a texture gradient which gradually changes the texture from grass at the bottom to naked rock near their peaks. The other rocks scattered around are just a sphere which had been run through FRGEN and then scaled and rotated for variety. The castle is just a collection of blocks which I stuck together. The moat around it is a height field stuck into the ground. The flag on the tower took a little more work. To get a realistic shape, I used Excel to calculate the equation of an appropriate looking curve, and then used the mathematical functions of povray to draw it using triangle. Unfortunately, the flag is too far away to make out any of the detail that I put in. mig --- EMAIL: michael@nonmet.mat.ethz.ch NAME: Michael Gauckler TOPIC: TIME COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3 beta 7 TOOLS USED: - RENDER TIME: 20h+60h HARDWARE USED: Pentium 75Mhz 24MB RAM IMAGE DESCRIPTION: The images shows a clock standing on a shelf. The the picture on the clock is a raytracing itself: A isle in the middle of the ocean. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: First I did the scene of the isle. The isle is a height_field, and the water surrounding it is a bump_map based on the outline of the mountain. This image was rendered first, and the mapped on the clock using a image_map. The shelf on wich the clock stands is a superellipsoid with a wood texture. In the background there is the same water and the same sky than I used in the image of the isle. Watch out expecially for the atmospheric effect besides the clock. - Michael Gauckler michael@nonmet.mat.ethz.ch - montre ------ EMAIL: cgallego@nordnet.fr NAME: Claudio 'Naxos' Gallego TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Vivid (Alias v5.0) TOOLS USED: Alias v5.0 RENDER TIME: about 1hour HARDWARE USED: Sgi 4D35 IMAGE DESCRIPTION: This image was modelled with a precision of 1/20 mm with a 'bullet measuring tool' DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I modelled the watch flat onto the floor, and add a IK skeleton on it to be able to bend it looks realistic...Only two mappings (numbers & embossed name). Ok, i know it looks easy with Alias on Sgi, but i want to send pictures every topic starting from now...And i've made that watch 3 years ago, so i send it...OK ? I'm starting learning POV, so i hope the next picture i'll send will be Pov file... May Da Force B Wiz U !) PS: I can't send you the wire file since i don't have it at home... mosaic ------ EMAIL: prems@star.noblestar.net NAME: Prem Subrahmanyam TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Lightwave 3d TOOLS USED: LParser3 RENDER TIME: 2 hrs. 12 min. HARDWARE USED: Pentium 90, 32MB IMAGE DESCRIPTION: Startling news from the excavations at Pompeii. Archaeologists have recently discovered an anomalous mosaic gracing the wall of a freshly excavated atrium. Scientists are stumped as to how to explain this anomaly. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Image maps (mosaic, cracks, tile, etc.) were created in Fractal Design Painter and mapped onto various objects. The broken column and chips in the arches were done via booleans. Plants were generated in LParser and then heavily cleaned up in Lightwave's modeler. mrbird ------ EMAIL: MRSM@cbs.nl NAME: Michel van Rossum TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV 3.0 TOOLS USED: A Ruler. RENDER TIME: HARDWARE USED: Pentium-60 12 MEG IMAGE DESCRIPTION: Friday-morning 5:20, It's late. It isn't the first time you drank too much. A habbit like that isn't very good for you. I know it's hard, losing the one you love the most, and of course your illnes doesn't help much also. But, by the way you're behaving now you'll loose more than just your daughter. You'll loose your friends, your health and eventually your life. But now it's time. Time for a change. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I once saw the movie 'Bird' which is about the live of Charlie Parker. There was a scene which was so beautiful I had to use it as an inspiration. I started of with the glass. First I wanted to use a diagonal crossed carving. So I looked into several textures but couldn't find anything suitable. So I chose to use the quilted texture. I think it works out nicely. Next I made the ashtray (on the irtc-list there was some dicsusion about giving ashtrays and mugs with the IRTC-logo on it, so there's my inspiration). It's just some torri with some cylinders and a lot of CSG. Thanks to Matt (right?) for the image... The third object I was going to implement was a bottle. Ahh, POV supports SOR's. Happy me. But, I couldn't get a desent bottle modelled, so I dropped it for a while. Not so happy me... The spill is made up of a couple of blobs... Well, the topic is time so I wanted to include some time-piece. Since a cuckoo-clock would look strange I decided to include a watch. I hardly ever use one so finding one to model was almost a more difficult task than modelling it :) Luckily I was given a russian watch as a present a long time ago, buried in the deepest and darkest place of my room. Of course it didn't have a leather band, so I had to use my imagination for that also. The watch is just a lot of cylinders CSG'ed together. And yes, I was able to use the while-feature of POV 3.0. It's used for the knob (a detail you probably won't see). The texture used for the band is cracks (?). Finaly, I really wanted a bottle and I found one in the old competition archives. Gena Obukhov (sp?) made some really nice scenes (and a bottle).. So why bother creating a new one if I can steal one? mrhrglas -------- EMAIL: roth@ens.ascom.ch NAME: martin roth TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPY- RIGHT. RENDERER USED: PovRay 3.0beta 6 (watcom) TOOLS USED: None except Norton Commander Texteditor RENDERER TIME: 16 min. HARDWARE USED: PC (Pentium 133) IMAGE DESCRIPTION: I'm trying to give a feel of time 'running' by showing an almost empty hourglass and an almost burnt-down candle. Technical aspect: I'm trying to show how powerful the lathe-primitive is. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I started building a column of the hourglass to get the feel for the lathe. As I used *only* a texteditor, it was quite hard to find the coordinates for a descent looking glass. The sand is made of a lathe, too, using almost the same coords like the glass, only a bit smaler. Used the "crand graininess" to make it look like sand. Observed that crand is behaveing funny for different light settings. Added the candle for more "action". The halo for the flame is taken from "emitting.pov" that comes with povray 3.0 All other textures (DMFDarkOak, grnt, and glass) are the standart textures supplied by povray 2.2 The flame actually contains 3 lightsources to make the picture more "living". nexus ----- EMAIL: jonestb@eng.auburn.edu NAME: Ben Jones TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POVRay 3.0 Beta 6 for Linux TOOLS USED: none RENDER TIME: 0 hours 8 minutes 48.0 seconds (528 seconds) HARDWARE USED: Dx2/66 32megs RAM running Linux IMAGE DESCRIPTION: The Nexus from Star Trek: Generations approaching a planet. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I started out with the goal of using the new halo feature of POVRay combined with the new loop feature to make a whole bunch of halos that fit along a slightly modified sine curve. Well, the idea WORKED, but it looked awful and absolutely nothing like the Nexus. So I tried to make one big object out of a union of cylinders made with the same loop and then attach a halo to the union, but that turned out even worse. Finally, I discovered the simplest thing possible: Take a plane, apply a marble pigment with a pinkish color map and cut out one of the stripes with a clip. PERFECT! (Well, at least for me.) Then, I wanted to make a decent looking planet so I would have something else in the scene, but the standard bozo pigmented planet just didn't look real enough to me anymore. I was sifting through the online docs when I happened upon the new texture_map feature and decided that it was the perfect idea (since I could use the actual water texture for the watery parts), and so I made up a little land texture (which somehow turned out to have nice coastlines) and used the water texture which turned out to have appearances of different depths (nice work guys) . Finally, there was the star that I decided to stick in there (still trying to use a halo somewhere), and started with just a halo, but I never could get anything decent out of it. I ended up using a spotted pigment with an orange/yellow color map and then, yes, I put a halo around it. notardis -------- EMAIL: no13@ozemail.com.au NAME: Nathan O'Brien TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray Version 3 Beta 7 TOOLS USED: Modelled in Autocad using home made LSP editor. Image maps made with Paint Shop Pro. RENDER TIME: 47 hours 11 minutes HARDWARE USED: 486-66 with 16Mb ram & 80Mb free hard drive space. IMAGE DESCRIPTION: The greatest TIME machine of all TIME, the TARDIS. Property of Doctor Who. The Tardis has just landed inside some ancient building on a long forgotten planet. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Just as with the original BBC series this image started life with a grand scheme in mind. Just like the BBC series it ran out of both TIME and money. The original model had fluted corinthian columns and a lot of background detail. When I first tried to render the final image my poor old 486 groaned for 20 hours before dropping its load and running out of memory. Next I tried a Pentium 133, with lots of ram and memory, at work. It crawled for 50 hours of parsing before I had to shut it down. The whole weekend had been lost and I would not get another chance to run the image on the Pentium until after the closing date. In desperation I cut out a large amount of detail and ran the image on the 486. In terms of the image composition I utilised two main themes. The first was based on the story lines of the first season of Doctor Who. This gave me the basic setting of a decaying building in a neo classic, romantic style. The second influence was the science fiction art of Jim Burns. Given the strong blue of the Tardis I was after an equally dynamic colour scheme. Jim Burns has used similar colour schemes in many of his works. notime ------ EMAIL: no13@ozemail.com.au NAME: Nathan O'Brien TOPIC: TIME COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3 Beta 7 TOOLS USED: None RENDER TIME: 7 hours HARDWARE USED: 486-66 with 16Mb ram & 80Mb free hard disk space IMAGE DESCRIPTION: All right, IT IS A PLAY ON WORDS! The word TIME using the TIMES.TTF font. It's also an excuse to try out a system I dreamed up for creating controllable lens flare and optical effects from within the POVRAY scene description file. No post processing required. Pretty rough for a first attempt but it might work with some extra effort. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Just type the stuff into the text editor, render and adjust accordingly. nrdtime ------- EMAIL: delfeld@uwplatt.edu NAME: Neal Delfeld TOPIC: time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.7b TOOLS USED: Fontlab 2.5, rods.exe(included) RENDER TIME: A whole shitload. Maybe 12 hours. HARDWARE USED: Pentium 90, 16mb ram IMAGE DESCRIPTION: Choas and time. This is rather representational. A well ordered sphere floating inside a different universe, where threads of time are well-ordered, but by much different conventions. I selected this pattern of rods out of others because of the imposition of the chaos into the sphere. This seems like what happened in the last 100 years or so to time theory. I like the spiral into the clock hands, which continues the spiral. I also like the effect of the rods bent and half-reflected in the glass. Overall, however, I don't find the randomness to be aesthetically pleasing. It's difficult to find beauty in chaos (true chaos, not mathematical) because I believe we have a tendency to attempt to find order of some sort in it. Even Pollock got tired of paint-on-canvas painting, and started to add personally-directed lines to his later works. This need for knowing order has its effects on an image as well. That doesn't limit a work to a specific method, even though there seems to be universal rules that work (rule of thirds, cutting off the corners, etc.), but it does mean that an order should be established in some way and followed through. Of course, I don't think a completely symetrical work is anything better than chaos, or that something mathemati- cally sound offers any hope or joy... just look at all the crap produced by Povray, which relies on mathematical purity. As far as it goes, I don't think this image is the best one that can exist, even if it wins the competition. It is substantially lacking somewhere, and I haven't figured out where that is yet. It seems the background is too sudden, or too 2-d. Maybe it's that all parts of it are perfect (rods, spheres, cones, even the six), maybe it's that there is no real significant explanation of what time might be or can be, maybe it's that there aren't enough rods to create the choas I wanted. I suspect an image-mapped background of an infinity of rods might be more of what's needed, but I don't have the time to do another picture. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Random rods made with a program I wrote, which is included in the .zip file. The actual rod file I ended up using is rods.pov. Glass sphere with insides removed. Self-made "6" (actaully "a" in test.ttf) made with a friends copy of Fontlab 2.5. Three cones, showing an actual time. See the time_2.pov file. I compiled it in Povray as a .tga file, then transferred it into .jpg using Graphic Workshop, the shareware version. Also included is the .ini file used. nrdtime2 -------- EMAIL: delfeld@uwplatt.edu NAME: Neal Delfeld TOPIC: time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.7b TOOLS USED: Fontlab 2.5, rods.exe(included) RENDER TIME: About 13 hours HARDWARE USED: Pentium 90, 16mb ram IMAGE DESCRIPTION: This is the second in a series. This bit is from the first: Choas and time. This is rather representational. A well ordered sphere floating inside a different universe, where threads of time are well-ordered, but by much different conventions. This picture has a more bird's nest quality to it. I like the way the right side tends toward nothingness, and how this bubble of time is encased in the tangled rods. I think it would have been slightly more effective if the time had been 3:22:32 or 3:22:31, but that's for another time. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: In this one, the field of view is extend from the normal to 135 degrees. I used a fisheye 'lens' so that the image is elliptical, and limited the image to 600x600, so it would be circular. This was all inspired by thoughts on the first image, submitted as nrdtime.jpg. I also changed the rods.pov file, and touched up rods.exe. Random rods made with a program I wrote, which is included in the .zip file. The actual rod file I ended up using is rods.pov. Glass sphere with insides removed. Self-made "6" (actaully "a" in test.ttf) made with a friends copy of Fontlab 2.5. Three cones, showing an actual time. See the time_2.pov file. I compiled it in Povray as a .tga file, then transferred it into .jpg using Graphic Workshop, the shareware version. Also included is the .ini file used. ocgtpcs ------- EMAIL: ogannam@spin.com.mx NAME: Omar Correa TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Caligari TrueSpace 2 TOOLS USED: Corel Draw 5 RENDER TIME: 1 hour 45 minutes HARDWARE USED: AMD 486DX2 80Mhz IMAGE DESCRIPTION: Just diferent kinds of clocks, I wanted to include also a water clock and maybe some type of digital watch, but I started working on july 29. Guess I should have started sooner. This is my first entry in the competition. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The hour glass was modeled as an outline in Corel Draw and then with lathe in TrueSpace. The wooden parts are just some deformed cylinders and a torus intersected with a cylinder. The sand was also modeled as a spline in Corel. I played with the glass texture parameters util it looked the way I wanted. The wood is a slightly modified version of the default procedural wood. The sundial is half a cylinder with a marble texture map. The roman numerals were subtracted using booleans. The pointer is an outline exported from Corel and then extruded. The alarm clock body is once again an outline exported from Corel and then lathed, the hands are also outlines. The bells are halved spheres with a smaler sphere subtracted form the inside, the glass is another halved sphere it uses the same glass texture as the hour glass minus the bump map. The rest are booleans. onsale ------ EMAIL: bob.sewell@nashvilletn.ncr.com NAME: Bob Sewell TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Polyray version 1.8 TOOLS USED: Polyray, PovCad, Adobe Paintshop LE, MS Paint 95, QEdit, TTFX RENDER TIME: 59 minutes, 49 seconds HARDWARE USED: AMD Am5x86-133 Processor, 256KB Write-Back Cache, 32MB 60ns RAM IMAGE DESCRIPTION: My Seiko watch on marble display stand with price tag. (I changed the name to Sicko for fun, as well as to avoid any potential hassles from copyright infringments.) DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This image was created almost completely by hand and from scratch using the built-in shapes of Polyray and its CSG functions. The only exceptions are the crystal dome over the watch's face-plate and the gold rim or bezel around the face-plate, which were created as sweep objects using PovCad 4.0. The words "Sicko" (used on the watch and the price tag) and "Quartz," "SAT 8" and "$189" were glyphs created from various TrueType fonts using the TTFX utility which came with Polyray. After rendering the image to a Targa file using Polyray 1.8, the title and copyright were added using Microsoft Paint for Windows 95, then converted to JPEG format using Adobe Paintshop. The Polyray source file ONSALE.PI was created and modified using QEdit 3.00B. Some colors and textures in the .INC files have been added either by me or by other users of Polyray, but I've lost track of which, if any, new or modified colors or textures were actually used in this image. ourglas1 -------- EMAIL: marc@clipper.net NAME: Marc Hernandez TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray MSDOS 3.0beta TOOLS USED: moray 2.0 RENDER TIME: approx 4 hours HARDWARE USED: 486dx2.66 IMAGE DESCRIPTION: I first started thinking along the lines of Dali and his Persistance of Time. Then I started thinking of various timepieces like sundials, hour glasses, watches, and clocks. I havent seen too many hour glasses and so decided to render one of those. I felt as though this would show off povray really well with refraction and reflection. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Most of the work was done with Moray. The glass is a solid sweep. With a tweaked glass texture. The sky is just a 2 layer texture. The first is a bozo texture with white at the center and transparent at the edges. Then a simple solid blue texture under that. This texture is mapped on a plane. As an aside, I had OS/2 on my machine (which I love... but sadly do development at work for win95) and so installed that OS on my machine. I had thought I had removed all my rendering stuff (the .pov files anyway I can get povray again) but appearently not. ourglass -------- EMAIL: jerryl@n-jcenter.com NAME: Jerry Lyles TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: CrystalGraphics 3-D Designer 2.0 (DOS) TOOLS USED: Video capture and Photo paint 5+ RENDER TIME: About five minutes total HARDWARE USED: Hyundai with 486DX4 100 Mhz 8Meg, VLB video IMAGE DESCRIPTION: 640x480 24bit Jpeg. The title Ourglass, represents not the sands of time, but our Earth (and other earths,) slipping through the glass of time. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: First, a star image was selected as the background and a sphere representing Earth modeled against it. This sphere was texture mapped with a 3-D cloud procedural and placed at the center of a larger sphere which was mapped with a Glow procedural for the atmospheric glow around the Earth. This scene was modeled in two minutes 38 seconds and saved as a TGA image file. Next, a large circle was extruded and duplicated to create the top and bottom of the hourglass. A lathed polygon was used for the posts and a freehand polygon was lathed for the glass and set for transparancy. The wood texture was tiled from a small video capture of a wooden door. The first TGA image was used as the background for the hourglass and even though it took a couple of hours to figure out, the total rendering time was only about five minutes. The star image is from the CrystalGarphics CD-Rom that is available to users of 3-D Designer. PhotoPaint 5+ was used only to tweak the brightness and contrast as per the rules. outftime -------- EMAIL: u9313187@muss.cis.mcmaster.ca NAME: Bryan Huo TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Caligari trueSpace2 TOOLS USED: Paintbrush, 3D Studio, LViewPro, Windows 95 RENDER TIME: 40 minutes HARDWARE USED: Pentium 120MHz 32MB IMAGE DESCRIPTION: Entitled "Out of Time" depicts a nightly street scene. With only 2 seconds before detonation and unable to disarm the bomb, the bomb-squad decides nothing can be done, and evacuates the area. In their frenzy, they leave behind their wirecutters and flashlight. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This image was created on the computers where I'm working for the summer. I rendered an image on my 486DX-33 with 8MB of ram, and took 19 hours. The same image on the computers at work took only 7 minutes! The truSpace2 scene was ray-traced with 2x antialiasing. All lights were set to cast ray-traced shadows. No fog was used. Background colour was r:0, b:0, g:0... i.e. black. The "Police Line Do Not Cross" bitmap was made in Paintbrush, as was the LED display, using a LED truetype font. The wires protruding from the plastic explosive was modelled in 3D Studio's lofter and shaper, using the twist option. That was the only way I could figure out how to connect wires from one area to the other, eventually into a bundle. The flashlight was modelled in trueSpace2, and the wirecutters were modelled in 3D Studio 4. The rest were modelled in trueSpace2. My name was added in with LViewPro/32, using Arial-11pt font. Stucco.Jpg : Included with 3D Studio. Used for the bump map on the curb Led.Jpg : Created with Paintbrush. The 00:00:02 display on the bomb PlateOx2.Jpg: Included with 3D Studio. Used for the semi-rusted light post Police.Jpg : Created in Paintbrush, converted by LViewPro Pliers2.3ds : 3D Studio 4 file of the pliers - made with the Loft tool & Shaper Wires2.3ds : 3D Studio 4 file of the wires coming from the bomb Sorry, I'm do not want to include the actual trueSpace2 scene file -- I don't want it to be public domain. pendule ------- EMAIL: bonte@hio.hen.nl NAME: Frederik Bonte TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POVray 3.0 b7 TOOLS USED: - RENDER TIME: HARDWARE USED: ERC 486 DX2-66 IMAGE DESCRIPTION: A pendule situated between three mirrors, lit by several light_sources. One of them is located close to the floor in front of the clock to give the yellow glow over it's face. To complete the "spooky" effect I added a blueish ground fog. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I started off with creating the clock, it's entire code is stored in the PENDULE.INC file. All textures used are either standard POV textures or they're added in the .INC file. (To use it you need to include COLORS and TEXTURES first!) phour2 ------ EMAIL:grichard@plains.nodak.edu NAME:Greg Richards TOPIC:Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED:POV-Ray 2.0 TOOLS USED:Pov-Cad (4.0, I think) RENDER TIME: ~20 minutes HARDWARE USED:IBM PS/1 (4mb RAM, 486SX) IMAGE DESCRIPTION: Hour glass above a shifting field of energy and a vortex DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This was my first intricate image that I had tried rendering...I had more ideas for it, but I figured I should stay simple for my first competition (and with about 5 months experience with my renderer) overall, my weakness still lies in the use of the camera portal ------ EMAIL:dnix@ulysses.ucns.uga.edu NAME:David Nix TOPIC:time (timemachine) COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED:Alias PowerTracer v.7.0.1 TOOLS USED:Alias Studio/AutoStudio/PowerAnimator RENDER TIME:35min,36sec. HARDWARE USED:SGI 4 processor Onyx w/RE2 display (200mhz each,256 megs ram) IMAGE DESCRIPTION:Image is an Abekas format 720 x 486 video frame from an on going animation project. The basic idea was to show a machine, device, whatever, that opened a gateway into another place,time or dimension. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This image required a lot of trial and error, even using a sophisticated package such as Alias.There are animated and layered shaders numbering in the dozens on most surfaces. There are particle system elements (the static on the sphere of plasma) that required a lot of tweeking and test rendering. There are over 40 light sources in this scene. Because I rendered this using a propriatary package, I have not included a .zip file with source objects and shaders, but I'll be happy to answer any questions that I get. Hope you enjoy it, and feel free to stop by my web pages for additional info and images. The URL is: http://www.visart.uga.edu/Alias/DaveN/daven.html email: dnix@ulysses.ucns.uga.edu povclock -------- EMAIL: mbecroft@tos.ak.planet.gen.nz NAME: Mario Becroft TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITIONS COPYRIGHT. RENDERER USED: POV-Ray 2.2 TOOLS USED: None RENDER TIME: ~1.1 hours HARDWARE USED: Atari TT030 (MC68030, FPU68882, 32MHz) 8MB RAM IMAGE DESCRIPTION: Just a gold coloured plastic rimmed clock on some pencil patterned wallpaper. Meant to be quite colourful. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I did not really use any special techneques - I am in fact a beginner to raytracing. But the rules said that the competition is not about winning, and you need not be an expert, so here we are! I just started off with a white background to the clock, added the frame, then the spots and finally the hands. I then made some changes to make the hands look nicer (they were in a bad position to start with) and changed the textures a little bit. The pencil wallpaper picture come