EMAIL: jal@cybertouch.com NAME: Alan Langford TOPIC: Glass COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. TITLE: Architectual Glass Blocks COUNTRY: Canada WEBPAGE: http://www.cybertouch.com/~jal but it's under serious reconstruction... RENDERER USED: PovRay 3.00 TOOLS USED: Paint Shop Pro RENDER TIME: 5 days 13 hours 17 minutes 46 seconds at 1024x768 antiailiased HARDWARE USED: Pentium 120, 512Kb cache, 16Mb RAM IMAGE DESCRIPTION: Three architectural glass blocks floating on the ubiquitous checker background. This was a test image for the glass block object. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: One of the scenes I want to render features a wall of glass blocks. This is a test scene used to build the block objects. The current competition topic was a coincidence, so I decided to release this as is. Besides, the render times are so slow that I would never be able to dress this scene up and make the submission deadline. Each block consists of two half-blocks that have been "cemented" together. Although this scene only features a distorted block, the distortion is an add-on to a flat see-through window type block. My first attempt at these objects tried to assemble each half-block from a set of smaller boxes, but PovRay hit max trace depth too soon and rendered large areas of the blocks as black. Since the render times are already punitive, I reconstructed them starting with a single box of glass, then used CSG operators to remove the areas around the outside and in the core. This left fewer internal surfaces and allows a render with the default trace level. If these were intended to be stand-alone objects, I would have spent more time ensuring that various corners and edges are more rounded, as are the real ones. In pratice, they will be used in walls of glass that have the blocks surrounded by mortar, so that level of detail is not useful. The glass texture is much brighter than the standard ones provided by PovRay. I found that the existing textures all left the scene too dark after the light had gone through so many surfaces. The glass in this image simply transmits 97% of available light. The distortions inside the block are constructed from a blob of several cylinders that have been skewed relative to each other, plus one that cuts across at a diagonal. The blob object gets truncated by a box that is the same size as the inside of the core of the flat glass block. This leaves a square lens that gets placed it inside the core. Most test renders of the elements of this scene were done with "pigment {Red}" replacing the glass in order to reduce rendering times. Once I was looking at details of the glass itself, I used "+SP4 +EP4" to get a quicker look at the scene in lower resolution before deciding to tie my sysem up for a week on a full render. This image was rendered at 1024x768, then scaled to 800x600 and output as JPEG. The conversion to JPEG causes serious loss of detail around the edges of the blocks. Total elapsed time from concept to this image was about 3 weeks of sporadic work on evening and weekends, plus nearly 6 days of solid fretting about possible power failures, system bugs, etc. :)