EMAIL: beliaev@utu.fi NAME: N.B. TOPIC: Glass COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. TITLE: no title COUNTRY: Finland WEBPAGE: see optional part of the text RENDERER USED: POV-Ray 3.00/3.01 for MS Windows95 TOOLS USED: No extra tools RENDER TIME: see optional part of the text HARDWARE USED: Pentium 166, 32MB IMAGE DESCRIPTION: The inspiration comes from some local glass objects from the start of the century. I did not model any particular glass vase. It's my own "design". I'm fond of bugs, flowers are put here mostly for the sake of the composition. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The image is created entirely in POV-Ray v.3.0 (windows95). No other modelling/rendering programs, utilities etc. used. I wrote everything directly in the text editor, without any graph paper or something like that. I guess I'm too lazy to draw by hand. All the scribble (I'm not a programmer, sorry) is included in lasi01nb.zip. Most of the primitives used are blobs: both spherical and cylindrical. I took advantage of the blob formula (see POV-Ray documentation) to create blobs of known size. There are thousands (or at least hundreds, I didn't count them) of blob elements here. In most occasions objects are blob{#while...}loops. All the textures are self-made. ________ MORE DETAILED DESCRIPTION (this part is optional). I got into deep ... trouble with raytracing of the image. When designing the picture, I knew it would take hours or, perhaps, one or two days to ray-trace it, but it takes ages! At the moment I'm writing this, the final image is not ready (I started 24.02.1997), so most probably I'm sending the "beta" version, without area_lights. (0d 07h 43m 53s, highest priority) Anyway, the final image can be found on my web page: http://www.utu.fi/~beliaev/lasi.html. The "wave" character (126, ASCII) after ".fi/" and before "be...", might be missing in this text. To get it (only for those who don't know) hold down the alt-key on the keyboard, and type 1 2 6 on the number pad , at the right of the keyboard, release the alt-key, don't use the numbers at the top of the keyboard. Glass01.pov with a number of include files. Objects: - The vase (blobs, glass01.pov) merged with handles (blobs, glass02.pov) and fish (blobs, glass03.pov). - Vegetation (blobs, glass04.pov) united with leaves (blobs, glass05.pov) and flowers (blobs, glass06.pov). Leaves and flowers are products of differences of blobby objects. - Grasshoppers (blobs, glass01.pov) consist of legs (blobs, glass07a.pov, glass07b.pov) and body (blobs, glass07c.pov). The wings are prisms (quadratic spline) with "wrinkled" texture. By changing the angles one can easily move the legs. - Water: There is water (glass01.pov) in the vase (which is not obvious). It's a sphere from which a torus and two cylinders are subtracted. Though the include files have .pov extention, I doubt that they can be raytraced separately. In fact, originally, they used to be "raytracable" files but then they evolved into something else, I just didn't rename them. There is no separate file for the grasshopper object (it's part of glass01.pov). So I decided to include a file glass07.pov which can be raytraced to get an image of a single grasshopper. In a few cases the blob formula was used without the goal of getting the proper dimensions, ...well, perhaps, ...just to "standardize" all the blobs here. Textures: - Marble: As far as I remember it takes it's origin from one of the POV-Ray include files. But I altered it consequently, and it travelled through many files of mine, so that it's hard to say what texture it was based on. The difference between the ambient values of the two texture layers leads to an interesting shadows effect. // depends if I manage in time or not One texture layer has a very slight normal perturbation (wrinkles, scaled up) which affects the reflections. - Glass: It has funny refraction index (something between glass and diamond). It also has a little bumpiness. - Leaves and flowers: spiral1 ramp_wave, very low turbulence value, scaled up quite a lot. Flowers are very bumpy. - Water: is very clear (with water refraction index). I used to get some extra distortion of the image. Lights: // depends if I manage in time or not - One area light object: this and the glass texture took most of the rendering time.