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 comes from the Windoware CD ROM which I believe is published by Walnut Creek. precisn ------- EMAIL: sgowers@us.oracle.com NAME: Steve Gowers TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 beta for Windows TOOLS USED: Fractal Design Dabbler 2 RENDER TIME: 4hours 44min HARDWARE USED: Pentium P-90 IMAGE DESCRIPTION: 'Precision' This is a view of the gears of a pocket watch loosely based on a picture I found of a Gruen watch made in 1924. I've had to take some liberties translating what I could see into a 3D image, so if you're a watchmaker I apologise for whatever mistakes there are. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Everything was created manually as it was more satisfying than using a modeller. The shapes of the plates and case of the watch are all curved in several dimensions by using cut-outs from spheres and torii to produce smoother highlights. Repeating objects such as the teeth on the gears and the knurled knob are done with looping 'while' directives. Wooden textures are from the Povray Include files with some modifications. The inlay on the box is original as is the texture used for the coloured pencils which is done simply with a single stretched onion colour-map. The drawing is done using Dabbler's tools. What took the most time was getting the viewpoint and textures and lights to look right. reaper ------ EMAIL: Thibault@Maine.maine.edu NAME: David Thibault TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povwin 3.0 Beta TOOLS USED: Moray 2.0, Paint Shop Pro for title and signature RENDER TIME: Around 1 hr 800x600x256 AA 0.3 HARDWARE USED: DX-4 100 IMAGE DESCRIPTION: A horse drawn hearse has pulled up beside a freshly dug grave. Perched next to the tombstone is the Grim Reaper's Scythe. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All objects are original. All textures are original with the exception of the angel used as a bump map on the placque on the side of the hearse and a green and brown image map used for the height field at the end of the grave. relics1 ------- EMAIL: kevin@tapestry.tucson.az.us NAME: Kevin Wampler TOPIC: time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 2.0 TOOLS USED: Mid Night Modeller 2.0, hf-lab, xv RENDER TIME: 1 hour 23 min. HARDWARE USED: IBM 486 66 DX2, HP-4C scanner IMAGE DESCRIPTION: This is an image of an archaeological dig outside of some futuristic city unearthing an American flag. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: To create this image I first scanned a picture of the American flag out pf some book (I forget which one). Then I faded it slightly using xv bu turning down the saturation. I then created a gif heighth field useing hf-lab's gforge function. Ithen image mapped the flag onto this height field. I also created another height field which I used as the land that the flag is lying on. To make the flag to appear to not be levatating I turned on the "no shadow" option for it. I created the trowells bu using mnm's "skinning" function. I also made a brush but it is barely visible in the raytraced image. For the cars and city I designed a speckly exture useing thr "bozo" colormap. For the sky I used the granite color map. I made the rest of the image using spheres, cones, toruses, and planes. The final adding of a light gray fog and the image was ready to be raytraced. robwatch -------- EMAIL: robert_creager@stortek.com NAME: Robert Creager TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Winpov 3. TOOLS USED: cjpeg RENDER TIME: 2:13 HARDWARE USED: Pent-100 16M IMAGE DESCRIPTION: Inner grears and springs of a watch with hour, minute and second hand capabilities. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Well, an old clock was taken apart for a model, and I didn't model it. But it provided some good inspiration... I came up with some equations for a given gear radius and tooth count and had my trusty HP-48SX solve for gear tooth sizes. Then it was just a matter of getting the correct gear ratios so that we have a second-hand gear, minute-hand gear and hour-hand gear. This model is capable of animation, which will happen when the model is completly finished. I ran out of time and didn't finish the escapement wheel and thingy that makes it tick. Also needed of course is the support structure, as it was designed to actually fit into one... This is my second entry into the competition (and my second scene in povray), the first being the Dec 94 games competition with rscgame (you have to read the text file to understand my meger attempts at symbolism). sand ---- EMAIL: rexm@xmission.com NAME: Rex McDonald TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: PovRay 3.0 Beta (Win95) TOOLS USED: Moray, GForge, Windows Paintbrush, Graphics Workshop RENDER TIME: 25 Hours HARDWARE USED: Intel 486-66, P90 IMAGE DESCRIPTION: ------------------ Could you do this one without showing a clock? I started out with a stopwatch, and decided to use the stopwatch as a motif for a "thought provoking" image about time and creation. Stopwatches symbolize the passage of time, while in the foreground the remains of an ancient civilization lie in front of a star system that's experiencing it's own rebirth. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: ------------------------------------------ I modelled the ringed planet, Roman Ruins, Sundial, and Stop-watches originally in Moray 3.0, as well as set up initial texture mapping. I then modified the stopwatch model with True-Type font references including Times New Roman and Lucida Handwriting (For the Watch Logo) The image is antialiased due to the problems of getting realistic starfields using tiny, scaled bozo patterns. Image Maps seemed to produce unrealistic results. I used Gforge and two height fields to get the sand dune / crater effects for the foremost planet floor. Atmospheric effects were added in tandem with fade_distance and fade_power to get the hazy lighting effects (point lights only). Finally, two emitting halos (the nebula and gas rings) were added. They use a high jittering constant to reduce banding and give the illusion that the gasses are madeup of many particles. sandglas -------- EMAIL: warp@iki.fi NAME: Mika Nieminen TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 3.0beta TOOLS USED: RENDER TIME: 5 hours 7 minutes HARDWARE USED: 486DX2 66MHz IMAGE DESCRIPTION: A sandglass, a mirror, a calendar and two dice. Maybe a meditation about time, self-examination and luck. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This was my first povray3 scene. I used a surface of revolution (the sandglass), a superellipsoid (the dice), text (the calendar) and fading light. All was done by hand, with a text editor. I haven't found a modeller I like yet, so I'm still doing all by hand. It's not so hard anyway... :) sands ----- EMAIL: gdw1@cornell.edu NAME: Gregory Wilson TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POVRay 3.0 beta TOOLS USED: Photoshop 2.51 RENDER TIME: 12hr HARDWARE USED: Zeos International 486DX266 IMAGE DESCRIPTION: Contemplating how time is measured, came up with the hourglass. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I wanted to figure out some of the new features in POV3 so I used a surface of revolution to make the hourglass shape. Some toruses were added to the cylinders for the base and top. Three more sors were used for the support handles. All the textures are from standard include files except the sand which was a personal one. The sand was created using using a smaller sor, a cone, and a bunch of cylinders to fake it falling. The atmosphere effect is a tweaked version of Atmosphere_4 from one of the demo pov files. The file was rendered at 1024x768 in around 12 hours and then cropped to its current size with the text at the bottom added using Photoshop. shrine ------ EMAIL: rfo@fmsc.com.au NAME: Robbie Fowler TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winpov 3.0beta TOOLS USED: My brain, Texture Magic and a little bit of Terrain Maker RENDER TIME: TBA HARDWARE USED: Pentium-120 IMAGE DESCRIPTION: 'The shrine to time' The centre piece of my image is a fully operational sun dial. If you move the light source across the sky the sun dial will tell you the time. (Unfortunately a 250K MPEG is larger than allowed). DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The steps and pedestal in the shrine are unions created with the new procedual additions to povray 3. I spent a lot of time messing around with their size and scale. Parameters drive the creation of the steps so I can easily take them out of the scene and use them again. The marble is mapped onto each step individually, including the little curve at the end, so it does not look silly by joining as the stairs run down. The step marble is one of the standard textures in Texture Magic, the only program I use for most of my pictures. Texture Magic does nothing I can't do by hand, but it makes messing around very interactive, well worth the small amount of money it costs. I added the urns with fire to show off the water. As the scene contains a sun dial, I could not add more then one light source and it needs to be in the correct place for the dial to work. The light generated by the emitting halos (new to povray3) did the trick. The sun dial itself is another seperate module. All hand made with CSG and parameters so other can use it easily. I had to use some maths to lay out the letters (true type fonts, new in povray 3) on the inside properly. Thanks to povray having sine and cosine functions this was not too much trouble. I union up the whole thing in the file and placed it in the scene. The grass from the mountain came from the textures on the povray cdrom. Other notes: I use the idef's a lot to place simple textures and colors in my scene during development. This makes working with fancy textures quite interactive. Initially I had the shrine set in a plane and was planning to add a garden around the outside. Unfortunately time has run out for me, so I am setting the shrine in a height field created with Terrain Maker. I only just got a copy as I finished this off so I don't think I am using it to its best. sndtime ------- EMAIL: micro@earthlink.net NAME: Michael Bernstein TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winpov 3.0 beta 7 TOOLS USED: none RENDER TIME: 25 hours HARDWARE USED: NexGen PF-100, 8 Mb RAM IMAGE DESCRIPTION: This is an image of a planet where the " sands of time " have run out - literally! DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The Hourglass was created by rotating a wall segment built of cylinder and torus sections ( that were scaled to flatten the wall thickness ) around the Y axis. since the top and bottom are identical, I just mirrored the segment vertically. the rotation was done using a while loop. The arches were made by combining two torii with 1 x 3 oval cross sections. The support is a torus. the hole in the middle ( where the hourglass is) was subtracted using a sphere slightly larger than the hourglass. The texture was modified from the Grnt20 texture in Dennis Oliveir's POVLAB.inc file. I stretched it in the x and z directions and added some turbulence and normal perturbation. The sky and clouds were modified from the Sky_Tex texture by Holger Bettog found in the Textur.inc file by Ralf Huels. I left the two gradient layers on the sky_sphere, but moved the cloud layer to an infinite plane overhead and rescaled it. The sand inside the bottom of the hourglass is a simple cone. The sand texture and hieghtmap used for the ground and sand inside the hourglass were taken from a source file I found on the internet but I no longer recall where. spacetim -------- EMAIL: baldwin@arlut.utexas.edu NAME: G. Jason Glover ****note: I am in the process of moving and do not have an e-mail address right now. The address above is a friend who is keeping an eye on things untill I get on-line. TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povwin3.0 latest beta TOOLS USED: Paint Shop Pro 3.0, CorelDraw 4.0, Fractint RENDER TIME: 10.5 hrs HARDWARE USED: 486 DX2-66 with 8 meg ram IMAGE DESCRIPTION: According to Physists, space and time are so closely linked that they are both referred to as "spacetime". This image tries to show that relationship. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This scene was a lot of trouble. The most difficult part was rendering the earth. I took a very dark blue 8000 mile diameter sphere with bumps and some specular highlight and wrapped a bitmap of the earth's land around it. I got the land from some corelDraw clip-art. I also used a texture form coreldraw. Then I covered it with 8002 mile diameter light blue transparent sphere with diffuse 1 to give some hazyness to the land and water. I then covered this with a transparent cloud texture borrowed from the clouds.inc file. This allows the clouds to cast shadows on the earth's surface. The whole thing was then covered by a linear light blue dust halo to simulate an atmosphere. The stars are just an image map created by using the starfield function from fractint. I gave them a luminous texture so they are self illuminating and not affected by shadows. I used paint shop pro to fine tune the starfild. The stars that showed through the earth's halo were distorted and gave a very ugly result. Therefore I tried to drop a black halo behind the earth to diminish the stars that showed through the earth's halo. however, Povray can not calculate two overlapping halos. So I rendered the black halo on a white background which gave me a black disk which fadded to white. When used as an image map with filter all 1 added, you get a black disk which fades to clear. I dropped this image map (block.gif) behind the earth to block out the stars that showed through the atmosphere. I started to render the scene and realized that povary can not calculate the earth's halo when looking through the hourglass. So I had to make two separate renderings. The earth.pov file is the rendering to create a tga file with the earth and stars. This is then used as a background image map in spcetim.pov. The earth.tga is given a luminous texture that prevents shadows from being cast on it. It also keeps the stars lit up. Each is a true renduring, but treating them sepeartely allows the atmosphere to show through the glass in the hourglass. Also to note, the earth, sun, and distance are all to scale which give accurate shadows. I used the units as miles. The stone textures are from the old stones.inc file and as usual, I created all of the objects using CSG. I was very pleased with the effect of the radiosity and used a background {Gray25} statement to simulate the ambient light comming in from stars and planets. It is just enough ambient light to give good shadows. I did no use anti-aliasing on earth.pov rendering because I used it on spcetim.pov. Using it twice diminished my stars. The image map used for the clock face was created using coreldraw and paint shop. The sundial is simply a black and white height fild created in coreldraw and paint shop. When the image was finially completed, I used Paint Shop Pro to convert to a <250k JPEG. If nothing else, this image qualifies for the time category because it took so darn long to get right! Jason sstone ------ EMAIL: jax@prelude.pcd.net NAME: Ben Chambers TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winpov 3.0beta7 TOOLS USED: Paint Shop Pro RENDER TIME: Approx 1 hour HARDWARE USED: 486DX33 IMAGE DESCRIPTION: A sword set in a stone with waves & fog. I like the Arthurian legends, and the sword in the stone appeals to me. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The sword is two cylinders, 3 spheres and 4 triangles. The cylinders are gradients from red .1 to red 1, with the horizontal cylinder (the hilt) being a gradient x and the vertical cylinder (handle) being a gradient y. The spheres are a dark blue with high filter (.7) and specular added. The triangles are bright grey, with ambient, reflection & specular .5 The globe I set the sword in is simply black with high reflection and specular. The plane is simply blue 1 with the wave normal added. The clouds were made by using the O_Cloud1 object from the skies.inc, with the modification of decreasing the translation of the second layer in order to reduce the blurred effect. The fog was a constant fog (I experimented with a turbulent fog, but found that it produced no difference (perhaps a bug in povwin beta?)). The text ("The Magic is Waiting...") is the TTF Times New Roman with a low red and high specular values. stclock ------- EMAIL: svalstad@sn.no NAME: Stig M. Valstad TOPIC: Time TITLE: Two Minutes to Midnight COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Polyray v 1.8 TOOLS USED: Editors: Q v 3.0 for DOS and Joe v 2.2 for Linux Heightfield manipulation: HF-lab RENDER TIME: Main image: 9m4s, top closeup: 3m5s, bottom closeup: 5m18s HARDWARE USED: Cyrix 6x86 100 Mhz, 32 MB RAM IMAGE DESCRIPTION: A sinister clock. The pendulum is an executioner's axe, the weights are guillotins, the adornment at the top of the clock is a hangmans noose, etc. This picture is rather dark, and is best viewed at night. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I started with the pendulum, wich was a little tricky with all its curves. The pendulum is of course inspired by Poe's The Pit and the Pendulum. It's still basic CSG though, like everything in the scene except for the walls, the leaves of the plant, and the blade of the scythe. I generally finalize each sub-part of the scene in its own scene file before i put it into the main scene file. That way I can make frequent test renderings without the process taking too long time. The stones in the walls is a 256x256 heightfield made with HF-lab. The commands used to make the heightfield are: gf 256 norm 0.7 1 zedge 0.7 0.5 The leaves of the plant is a simple height-function, and the blade of the scythe is made of two bezier patches. The scythe turned out to be easier to make than I thought before I started to make it. Just when I had finished my exams and was ready to really start working on my entry for the competition, the CPU-fan caught fire. Irritating when things like that happens, isn't it? I could still work on small things, but any heavy CPU-use for more than a few minutes, and the CPU overheats. Oh, well, it was a good excuse to upgrade the CPU subway ------ EMAIL: mark@revcan.ca NAME: Mark Mintz TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POVRay 2.2 TOOLS USED: Corel 5.0, Corel PhotoPaint, DOS Edit RENDER TIME: 5 Hours, 31 Minutes, 43 Seconds HARDWARE USED: Silicon Graphics Indy (R5000 processor) IMAGE DESCRIPTION: "Cross Time Train" This is a scene from a short story I wrote about a commuter who travelled through time, rather than through space, to get to work. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I started off with the basic "subway car" shape and then started poking holes in it for windows and stuff. I put the station around it with the platform and added the rails. The woman and the punker I did out in their own individual files first and then moved them over to be include files with whatever scaling and rotating was necessary. The bitmaps for the logo on the subway car ("TTC - Temporal Transit Commission"), the "line signs" and the newspaper logo were all done in Corel Draw and then exported as TGA files. I had to modify some of the colors so they'd render properly and that was done in PhotoPaint. Most of the development work was done on my 486 2/50 at home and at lunch on my P75 at work, but the final render was shipped over to one of the SGIs we use at work. (You gotta love those blue boxes!) I figure that the P75 would have taken about three times longer to render. sundial ------- 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: Kandinsky v2, Cyber Sculpt RENDER TIME: ~7 hours with Anti Aliasing HARDWARE USED: Atari TT030 (MC68030, FPU68882, 32MHz) 8MB RAM IMAGE DESCRIPTION: A sundial on a pillar on a wavy plane with mountains in the background. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I started off by making a simple pillar and putting a circular groove in the top and a plate with the edges just in the groove. I then designed the gnomon (the stick on the sundial) using Cyber Sculpt and converted it to POV. It is just made of a few triangles. I also designed the mountains in Cyber Sculpt, these are even simpler than the the gnomon. I spent a little while finding the best position for the mountains. I then designed the clock face along with the raised circle in the centre in Kandinsky and fuzzed it slightly to give slightly rounded edges. I then converted this to Targa format and used it as a POV height field on top of the disc I put in earlier. I did not include this height field file in the archive since it is 3MB in size. I then made some adjustments and added textures to everything. I am particularly pleased with the mountain texture, it is all made from inbuilt POV textures. Kandinsky is Shareware vector graphic drawing software. Cyber Sculpt is a very old 3D object designer, available now for about $US15. sunset ------ EMAIL: kazemir@mpr.ca NAME: Steven Kazemir TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray, Ver 3.0.beta.5a.msdos.wat TOOLS USED: lparser, fractint RENDERTIME:1 Hour 42 Minutes (+a0) HARDWARE USED: 90MHz Pentium IMAGE DESCRIPTION: I know the topic is time. Sunsets always remind me of the passage of time: the end of a day, the begining of a night etc. It might be a stratch of the topic, but the topic was left open to interpretation on purpose because this is the first competition. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I must give credit to the POVRAY team for my inspiration and beginings for this image. I sure many people will recognize the sky and the water from the sunset3 showoff example file that comes with povray. I started by modifying the SUN's Halo. I wanted to get a more faded gradual taper on the orange colour around the sun. Then I added a few "1st" stars that are sometimes visible during a sunset. The next step was to add a tree and land of some sort to give the image some depth. The tree was created with RenderStar Technologies L-System Parser. There is a link to this site on povray's home page. Once I was happy with the overall shape of the tree, I converted it to a povray .inc file and added texture, colour etc. The piece of land went through many variations. I started with a PLASMA fractal generated by fractint. I cut out, stratched, scaled and otherwise tweaked the image until I got the shape you see in the image. (I uses Paint Shop Pro to add random noise to the image, this helped with the roughness of the land). Add a gradient, some turbulance and a texture, and there you have it. I got the idea for the beacon from a calander I have on my office wall. I used the calander image to create the beacon. I didn't know what to add next, I though the sailboat idea was too cliche and I wanted something else. Eventually I came up with idea of placing a porch railing and a warf to create the idea of a cabin by the water side. I have spent ~3 months working on this image (only about 15-30 minutes at a time, and not every day). I did a lot of tweaking of colours and textures, and I finally settled with what you see. I like it, I hope you do to. swlclock -------- EMAIL:kwh@dgs.dgsys.com NAME: Stephen Lavedas TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: PolyRay 1.7 TOOLS USED: PovCad 4.0 & Lview (TGA->JPG) RENDER TIME: 31 min 9 seconds HARDWARE USED: Pentium-120 IMAGE DESCRIPTION: I've been thinking of doing a watch face as a good exercise rendering, since I'm new at raytracing. So, I added a chain and messed about a bit with textures and such, and out came the watch. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All the textures were taken from PovCad 4.0 and the Polyray libraries. The watch is gold (everything metal that is, chain, hands,etc...) The watch face is a matte_white disc, and there is a glass lens (ellipsoid) above the face. The watch face is simply a collection of boxes. The tick marks were all rotated around the center and imbedded slightly in the disc. The chain is tori which have been crunched in the X direction and placed at arbitrary angles. The base the clock is on is Stone10, taken from the Polyray Stones.inc library. There are a couple of point lights, one white one light gold. tclock ------ EMAIL:101724.2132@COMPUSERVE.COM NAME:Thomas Texier TOPIC:A beautiful gold clock ! COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED:Autodesk 3D Studio realese 4 TOOLS USED: RENDER TIME:10 minutes HARDWARE USED:Pentium 133 IMAGE DESCRIPTION:A beautiful gold clock rendered on 3D Studio 4. It's under its glass globe. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I modeled all the clock on the 3D Studio modeler. I used the standard textures of 3DS : I only created parquet.gif and cardmarb.gif. tears ----- EMAIL:preacher@iftech.net NAME:David Spake TOPIC:Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED:Topas internal TOOLS USED:Topas v5.1, Photoshop for background and textures RENDER TIME:1hour 37 mins HARDWARE USED:dx4/100, 24megs of ram IMAGE DESCRIPTION: About two weeks before I found out about the topic of this months contest (or that the contest was even back) this idea came to me. I had just started to work on it and then I decided to see what was up a POV and there was the contest announcement. I was really excited about the "coincident". I call it "Tears of Time" I am not including the source files because they are in excess of 4 megs just for the model and object information. Thank you for your consideration. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The tear portions are spline spheres that I stretched and bent around... this took me much longer than I anticipated. I started by trying to use a generic sphere and the geometry would get all screwy every time I started stretching them. Then i created esentially a sphere by lathing a spline polygon, and life got much easier. The sundial took me a little while to model. I wanted to get the etched look on top and not on the sides of the face. I assigned different reflective properties to the top circle polygon and this produced a much finer looking face. The part that casts a shadow was just a simple polygon that I extruded and cut holes into. The background I found in a royalty free cd I had around. tenten ------ E-MAIL: sroberts@learn.senecac.on.ca NAME: Sonya Roberts TOPIC: Time COPYRIGHT: I submit to the standard Raytracing Competition copyright. RENDERER USED: POVRay 3.0 (beta 6 & beta 7) TOOLS USED: Terrain Maker ver. 1.1, (c) Eric Jorgensen 1994 RENDER TIME: 2 hours, 10 minutes, 7 seconds HARDWARE USED: 486 running at 33 MHz IMAGE DESC.: A melange of different time-keeping devices, including a sundial, hourglass, partial circle of standing stones, and a patio laid out as a clock face with the hands pointing at 10 minutes past 10. For some reason clock faces in advertisements most commonly have their hands in this position. IMAGE CREATION: I wrote the .POV script for this image entirely "off the cuff", working mainly from mental images, though on occasion I roughly sketched out what I intended to create to better keep track of the needed parts, relative sizes of components, etc. I've only had POVRay 3.0 for two or three weeks, prior to which I was still using an old copy of version 1.something -- this image was my first real experiment with the newer version. I was very pleased with the final result. The tree was my first experiment with using a somewhat "fractal" method of assembly to create a reasonably realistic end problem - I started by creating a leaf, then a small twig with four leaves attached - one at the tip, and three spiraling down the twig at even intervals. I then created another twig twice as big, and attached the smaller twig to it in the same pattern. And a small branch, with four copies of the small branch. And a large branch, with four copies of the small branch, and finally the tree itself, with four copies of the large branch. These can be found near the end of my TEN_TEN.POV file as Leaf, Twig1, Twig2, Twig3, Twig4, and Tree. To create a more "sun kissed" look without the tree becoming overly bright, I applied a gradation to my leaf shape that shaded from a dark green at the base to a bright green at the tip. I also created a simple flower to add a more organic feel to the image. The final image was rendered at 640x480 with anti-aliasing. ABOUT ME: I am a first-year student at Seneca College in Toronto, Ontario. I am attending the School of Communication Arts campus, where I am taking a 2-year course in Computer Graphics - Illustration (i.e., animation and multimedia). This is the first time I've submitted an image for a contest. I will be graduating in the spring of 1997. tgen1 ----- EMAIL: tlyons@gnn.com NAME: Terry Lyons TOPIC: time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPITIION COPYRIGHT. RENDERER USED: povray 3.7beta TOOLS USED: none RENDER TIME: 8hrs 10 min 24 sec HARDWARE USED: 66mhz 486 IMAGE DESCRIPTION: A Time Generator in use. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: this was my first attempt at useing the new while looping comand in povray3.7beta ... a simple clock repeated and rotated over and over eack clock is advanced 5 min from the origanal . then added the cones as a "feild effect". thepast ------- EMAIL:runyan@dancooks.com NAME:Nick Runyan TOPIC:Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED:3d-Studio r4 TOOLS USED:mouse+imagination RENDER TIME:2:20{140 seconds} HARDWARE USED:s3 trio64 IMAGE DESCRIPTION:authentic scene from the sixties. It shows a time period rather than actual objects related to time. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I questioned my parents and used their descriptions of the sixties along with my mind and this was the output thrutime -------- EMAIL: redman01@concentric.com NAME: Tim Redman TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray for Win95 3.0b TOOLS USED: Just the main ray tracing engine RENDER TIME: 4 hours, 48 minutes, 54 seconds HARDWARE USED: 486DX2-66, 8M RAM IMAGE DESCRIPTION: "Through Time" This image is a TARDIS, a time machine from the popular British science-fiction show DR. WHO, spinning through the space-time continuum, leaving a wake of clocks in it's path. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I've been mostly programming for Vivid 2.0 for the past several years, and have just now switched over to POV-Ray 3.0. In an effort to force myself into learning the mechanics of the ray-tracing engine, I decided that my first effort would be completed entirely without the help of any outside tools. This simple first effort is the result of that. My initial thoughts on creating an image with the "Time" theme were that an image of a clock, in one form or another, was an easy one, and one that would be exploited by many of the artists in this competition, so it was my primary intention to stray from the clock theme as much as possible. However, somewhere along the line as it always happens, a little voice in the back of my head said that this was unavoidable. A bulk of the TARDIS is simply a large block where CSG has been used to carve and whittle pieces off of it. Most components of the drawing have been individually created, and then either cut-and-pasted into the main source, or #include'd once they were where I wanted them. The lettering on the upper portion of the police box utilize the font feature of 3.0, and it took some doing to get it positioned correctly. All four sides of the police box were separately done, since the CSG difference function isn't terribly cooperative about transforms. The light at the top of the box is a halo object contained inside a glass sphere and cylinder union, enclosed by a cage made of cylinders and clipped torus' (torii?). The police box color is the only custom texture in the entire image, being a colored implementation of one of the stock wood textures. The pocket watches are CSG items made from flattened spheres and torus' (torii?) using the stock gold color. The time tunnel is merely a hollow cylinder with a halo'd sphere at the far end. The texture for the tunnel is the Apocalypse sky pattern from TEXTURES.INC. With the exception of one, all textures and colors are stock, coming from the original POV-Ray colors.inc and textures.inc files. The whole scene was programmed painstakingly by hand, and rendered in a reasonably short period of time. The image isn't at all a complex one. It has always been my theory with ray-tracing that the simpler the image, the more pure it is. Detail is best included subtley, though there aren't many subtle details in this image. I encourage any kind of comments you might have on this image, especially from the more seasoned artists. Ray-tracing and modelling is a reasonably new art form for me, one that I just lately have taken up with a certain amount of zeal and passion. Any help from the experienced on this is always appreciated, and I do answer all of my E-mail on the subject. timbotl ------- EMAIL: Thibault@maine.maine.edu NAME: David Thibault TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winpov 3.0 beta TOOLS USED: Moray 2.0 and Paint Shop Pro to add title RENDER TIME: 3 hrs 30 mins HARDWARE USED: DX-4 100 mhz 8 meg ram IMAGE DESCRIPTION: A watch hangs suspended in a bottle while the ghost of Abraha m gazes out from a mirror. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I came up with the idea from Jim Croche's song Time in a Bottle. I created a wa tch and suspended it in a bottle. I then put a colorful Easter egg (Faberge?) on one side of the bottle, and a picture taken in the early 30's of my father on the other side . I next created a mirror that reflects an image of Abraham Lincoln from a plane b ehind the camera. Once I had the mirror, I decided to add the sconces to finish it off . time2c ------ 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: As time flies by.. IMAGE DESCRIPTION: The image was made to illustrate an abstract, litterally... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The scene was modelled and rendered entirely in trueSpace, except for the bitmaps used for materials. The transparent materials (clouds/fog) were made in trueSpace itself. The mountains were mapped with a stone texture. time3a4 ------- 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: Time is Money IMAGE DESCRIPTION: This image was also made to illustrate an abstract, litterally... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The scene was modelled and rendered entirely in trueSpace, except for the bitmaps used for materials. timegen3 -------- EMAIL: tlyons@gnn.com NAME: Terry Lyons TOPIC: time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPITIION COPYRIGHT. RENDERER USED: povray 3.7beta TOOLS USED: none RENDER TIME: 128hrs 10 min 24 sec HARDWARE USED: 66mhz 486 IMAGE DESCRIPTION: A Time Generator in use,showing the glowing "feild efects". DESCRIPTION OF HOW THIS IMAGE WAS CREATED: this was my first attempt at useing the new while looping comand in povray3.7beta and using the new halo effects ... a simple clock repeated and rotated over and over eack clock is advanced 5 min from the origanal . then added stars and pot an emiting halo in a sphere with a non hollow torus to create the "feild effect". timeismo -------- EMAIL: bpm@bull.mimuw.edu.pl NAME: Borys Majewski TOPIC: time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV Ray TOOLS USED: RENDER TIME: 2:30 H HARDWARE USED: 486DX4 100 IMAGE DESCRIPTION: Time is money DESCRIPTION OF HOW THIS IMAGE WAS CREATED: timekeep -------- EMAIL:kevin@tapestry.tuc.az.us NAME:Kevin Wampler TOPIC:Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED:povray 2 TOOLS USED:Mid Night Modeller, hf-lab, xfig RENDER TIME:2 hours (approx.) HARDWARE USED:IBM 486 66 DX2 IMAGE DESCRIPTION:This is just an image of several ways of keeping time combined DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I started this image by creating a revolution for the hourglass. I capped it with wood cylinders and a white disk. I then created a gif image of the roman numerals I through XII as they would appear on a clock. I used this image on both the clock and the sundial. I used three more revolutions for the fireclock. Useing mnm's spring object I placed an ironish spring behind the fireclock. I used a polypipe for the tube on the waterclock. The rest of the image was created using primitives. Finally I placed a sky plane above the scene (for reflections). timeless -------- EMAIL: bjmjcgl@wantree.com.au NAME: Bryan Garnett-Law TOPIC: TIME COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winpov 3.0beta TOOLS USED: PHOTOSHOP for Windows 95 v3.12, Moray v2.0 RENDER TIME: 1 hour 46 minutes 31 seconds HARDWARE USED: 486DX/2-66 IMAGE DESCRIPTION: 'Timescn' implements a bedroom scene that may have been typical of one seen during the 1940's - 1950's. A glass dome clock is placed onto the mirrored draws and varies from the typical metallic domed clocks in that all textures are made of wood. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 'Timescn' was extensively created using MORAY v2.0 for MS-DOS. Extensive use of CSG was made to add curves to the bed ends and mirrored draws. The wallpaper was created by using a layered texture, the first being a dull green with the second being golden stripes created with a non-turbulant marble texture with the first color being 100% transparent. To add a bit more reality to the image the texture for the lampshades was given a high transparency to simulate how a typical lampshade would look with the light on. Some hand editing within POVRAY 3.0beta's editor was used to create the QUILT texture. timeresp -------- EMAIL: mgon1@engds.eng.monash.edu.au NAME: Martin GONDA TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray v2.2 TOOLS USED: text editor and graph paper, deluxe paint (gif map) RENDER TIME: 1 hour 40 minutes HARDWARE USED: 486dx-33 IMAGE DESCRIPTION: "Time Response" - image of a digital Cathode Ray Oscilloscope (CRO) being used to diagnose an opened wrist watch, with the CRO screen showing a time response of some (?) circuit inside the watch. (...well I happen to study Electrical Eng ;) DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All objects were created using only simple primitives: boxes, cylinder, cones, spheres, planes and toruses. Since I haven't seriously used any modellers before, and most shareware ones lack one feature or another, I used only a graph paper and a text editor; It is a fairly simple scene after all. The CRO cable took a bit longer though - it's made up of 4 torus sections. Textures used were those supplied with Povray 2.2 or slightly modified versions. The gif map for the CRO screen was created with Deluxe Paint. timesend -------- EMAIL: shermo@sb.grci.com NAME: Nathan Ostrowsky TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. TITLE: "The End of Time" RENDERER USED: winpov 3.0b TOOLS USED: terrain maker, moray, improcess, lparser, wcvt2pov RENDER TIME: 13 hours 4 minutes 48 seconds HARDWARE USED: computer(486-66MHz) IMAGE DESCRIPTION: A relic of a now dead empire stands towering over a lake and nearby hills. The hourglass has been shattered, and the time-sand has run out like dun blood. How was it shattered? Perhaps by some accident, a storm wind, a fight between great beasts? Or perhaps it was done by an enemy of the empire, although it must have been a last desparate move, for they surely doomed themselves, as well, by their action. However it was, there is no longer any time for human empires. It has all run out. The time now belongs to the Trees. Maybe their empire will be a better one. Oooh! That was more literary than I thought it would be! I figured everyone would be doing things like clocks and watches so I figured I'd be different and do an hourglass. I wanted the setting to be interesting, too; the old table in a room just wouldn't do. I've been thinking about doing some surrealism with ray-tracing. The medium could make more of an impact because of its photorealism than paint could. So I came up with the huge hourglass. HOW IT WAS CREATED: The terrain was designed with Terrain Maker. The trees are from tree04.ls, an l-system file that comes with L.J. Lapre's Lparser, with one alteration: I doubled the size of the leaves so the trees would look so transparent. The cow is from a model I got from the Avalon server of ******* (c) Copyright 1995 Viewpoint Datalabs Intl. ******* I ran it through wcvt2pov to make it into a pov-ray .inc file. The hourglass is, of course the most complicated object. The ends are CSGs of cylinders and tori. The glass itself is an intersection of two surfaces of revolution, the inner one inverse. If I had just done a single SOR, it would have been a solid piece of glass and wouldn't have refracted right. The hole is complex all by itself. I drew the b/w gif with improcess using the following method: Pick the center point and draw lines of random length and direction radiating from it to make the star pattern of impact. Next draw random connecting lines at random angles between the star lines and flood fill the resulting triangles. This simulates the shards of glass the offending object takes with it as it goes through. I used this for a height field and ran into another problem: the inside of a height field is defined as its underside, so when I CSG subtracted it from the Glass it put a square hole through the opposite side. I solved this by making the hole a finite object by intersecting it with a plane. Finally, the sand. The inside sand was an intersection of a cylinder and an ellipsoid. The pile outside and the bit on the rim I modeled with Mony the Modeler (Moray). Well, that's about it. timestar -------- EMAIL: shogun@compsoc.cs.latrobe.edu.au NAME: Alexander Cohen TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV 2.2 TOOLS USED: Just a DOS's text editor RENDER TIME: Overnite ... probably about 10 hours HARDWARE USED: 486DX2/80vlb IMAGE TITLE: Time And The Stars IMAGE DESCRIPTION: In the far reaches of time and space a doomed hourglass begins its infinite plunge into a black hole, against a background of cosmic strings from the begining of time and the faint glow of contempory starlight. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Theres nothing really special about the objects in this, its all basic spheres/boxes/planes except for the hourglass's glass and sand. The glass is a pair of parabolic quartics clipped at the base of the hourglass, using one of the glass textures 'from the box'. The sand is the most complex object in the scene, its a box clipped by a height_field (plasma field gif) and the parabolic quartics, with the cap made of the same height field that clipped it. The texture on the sand is simply cork scaled down to 0.1 or so. The super-string texture I 'discovered' by accident, I was experimenting with a nebula to go in front of the stars and decided it looked looked to stringy and brilliant for a nebula but kept it, feeling the super-strings fitted in with the theme of time perfectly. The stars are not an image mapped gif, but a highly turbulent texture with very little white and a lot of black. Currently i'm in the middle of exams, There is a lot more I would have liked to do with this scene such as spatial distortion around the black hole and everything needs better textures.. timestrm -------- EMAIL: zelonka@globalserve.on.ca NAME: Ben Zelonka TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: PovRay 2.2 TOOLS USED: Texture Magic v.94, Stomps Spark generator RENDER TIME: 3 hours 53 minutes 27 seconds HARDWARE USED: Pentium 133 Mhz, 16 Mb RAM IMAGE DESCRIPTION: One day while I was killing time (well, someone had to say it!) I decided to try my hand at this contest (it's my first). This is what I came up with: The Tardis (That's "Doctor Who" folks) traveling through the space-time vortex, with an attempt at surrealism from the floating clocks. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The Tardis (my first major CSG, was mostly finished when I found this contest) is a couple weeks worth of trial and error rendering. The vortex is a hollowed out colour mapped cylinder, and the Earth is an image mapped sphere (bigwld.gif- a map of the Earth, I don't remember where I downloaded it from). The clocks are a few simple CSG's using the Chars.inc file included with PovRay. The lightning was created by "Stomps Spark Generator", and scaled to fit the scene. The only real trick was finding and removing all of the shadows that were hitting the sky. A lot of test rendering and some trial and error work with the no_shadow command and I think I got them all. timesup ------- EMAIL: bill@atria.com NAME: Bill Marrs TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray V3.0 beta 7 (SunOS.gcc compile) TOOLS USED: Povray for Windows, PoVSB modeler, Texture Magic, Lviewpro, xv RENDER TIME: 11 minutes 35.0 seconds (695 seconds) HARDWARE USED: 143 MHz Ultra Sparc IMAGE DESCRIPTION: Time's Up This image, what it means, and what is going on in it is certainly up for discussion. My personal interpretation is that it shows a prisoner waiting in his cell, he has been sentenced to execution which will occur at midnight (about 4 minutes are left). The cell guard waits in the doorway for his time to run out. Another very common interpretation holds that the person in the corner is a child and the the person standing at the door is a parent. The child is in "time-out", waiting for their punishment to be over. Yet another interpretation sees the figure in the corner representing mankind, trapped in the domain of time (the clock shadow). However this man's time is running out. The figure at the door is Death (notice how death is not trapped in time, but does overlap with it). Special thanks to Rob Budas who suggested adding the shadow and the doorway around it. Also thanks to Peter Klenk, Peter Hack, Paul Komar, and others (all co-workers of mine) for their input on early versions of the image. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I used PoVSB to model most of the scene, the one exception is the clock.inc file (the clock projection). I modeled the clock with boxes instead of numbers, then edited the clock.inc source to change the boxes into POV3 text objects. There isn't much new technology used here (just the text objects for the clock). I used area lights to fuzz the shadows a bit, but mostly I was going for a plain, moody image with minimal color variation (so no funky textures) and simple objects (the figures in the scene are intentionally doll-like or basic) thus lending an abstract look to it. FILES IN THE ZIP FILE: clock.inc pov source file containing the clock projection, originally generated by PoVSB, it was modified to use text objects include.inc general include file of include files timesup.pov main pov source files which hold everything but the clock projection, generated by PoVSB from timesup.psb font.ttf true type font used for the roman-numeral letter on clock. suptex.inc textures used by the scene, generated by Texture Magic timesup.psb PoVSB (version .99i) scene file timesup.txt this file, the text file describing the scene. timesup.jpg JPEG image file of the scene, modified by Lview to add signature and converted from Targa to JPEG by xv, 73418 bytes. timetmpl -------- 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: 800x600 options +a0.2 76 min HARDWARE USED: Pentium 75Mhz 16M Ram IMAGE DESCRIPTION: Temple of Time DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Looking at the scenefile explains everything timewarp -------- EMAIL: 71524.2020@compuserve.com NAME: Thomas J. Hruska TOPIC: TIME COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray v3.0 public beta test 7a for Win32s and Win95 TOOLS USED: Quick Pov v0.1, Image View RENDER TIME: 3 hours HARDWARE USED: 486DX2/66 8MB IMAGE DESCRIPTION: TimeWarp is a nifty graphic that I spent 10-15 hours making by hand. This image was made and created on the dates of June 13-14, 1996. I personally like the way the camera is positioned on a clock, this effect adds more realism to the comet, collapsed cube, purple fog, and spiraled tube. Use this graphic as a Windows background picture or just store it on your hard drive as long as you don't claim that you made this. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Before I began the whole project, I read the 15,000 lines of text the people who make POV-Ray made...that took 2 1/4 days to complete. Then I wrote the code to Quick Pov v0.1, taking only three more days to complete. Then I began the major project of meeting the requirements of the POV-Ray contest which I will describe how I went about doing so... When I began, I used Quick Pov to put my project together in the order of the objects that I wanted, light sources, mesh, surface of revolution, etc. I later changed these things by hand directly from povray's own editer. I first tried to make the camera be inside of a surface of revolution object, but I realized that it took too long to render so I got rid of that, but this is how I got my 4 point lights in the order they are in. Next, I took a large sphere and made it have the texture starfield and positioned it at the origin. Then I added another sphere and made it have a wood texture which looked like a planet. Next I moved the camera and then decided that the title 'Time and the Final Frontier' didn't sound like a good idea anymore so I stuck in a spiraled cylinder and added purple fog around my camera and then asked some friends if it looked good, they said make the sphere have a tail and make the cylinder longer. So, I experimented until I found the perfect shades for the spheres to make the perfect comet. Then I pushed myself to the limit and added a mesh of 24 triangles to make a collapsed cube. After that I still had a feeling I was missing something, then I had the idea of adding the clock. I took everything out of my POV file except the cylinder (clock face) and the COUR.TTF numbers I was working with. I spent about 1 hour getting the numbers aligned properly. After that all I had to do was make the final rendering at Quality=10, the 800x600 pixel image took 3 long hours to render. Then I used Compuserve's Image View program for translating images from one format to another, I edited the JPEG compression options so that the Quality=75 and Smooth=49, the image was smoothed out some from the original so that it didn't suffer any degradation during the convert process. FINAL NOTES: Quick Pov v0.1 is a program that I wrote so that I wouldn't need to look up the "How-To's" in the POV-Ray help file. This file is available on my web site at: http://ourworld.compuserve.com/homepages/Serpent_Eye_Software I am a computer programmer and artist. A lot of the graphics you see on my web site are made only with POV-Ray. These images are easy to make with Quick Pov v0.1, I encourage you to download the software and edit my own programming if you wish, just leave the EXE and PCX files alone, those are owned by Serpent Eye Software and myself, thanks. timreflc -------- EMAIL: sbaker@tiac.net NAME: Stephen Baker TOPIC: Reflections in Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Winpov 3.0 beta TOOLS USED: Povcad, Font3d, Frgen and Texture Magic RENDER TIME: 4 hours 50 minutes HARDWARE USED: Pentium-133 16meg Mem. IMAGE DESCRIPTION: This is an images of most if not all timing methods used, reflecting into the latest and most accurate time mechanism developed so far, the Atomic Clock. The sundial represents using astronomical timing, in this case the sun. The hourglass represents all gravity clocks, including water clocks. The candle represents energy timing, in this case flame. The grandfather clock represents mechanical clocks. The Digital clock represents electrical timing. And last, the atomic clock represents clocks using atomic power. The atomic clock is a direct descendent of all the earlier attempts to accurately measure time. Hence, all other timing systems are reflected into its large chrome cylinder. All images used the standard Povray 3.0 supplied textures and pigment except where noted. All object were modeled freehand except where I stated a tool was used. Note: This image was begun with Povray 2.2 then later with Povray 3.0 beta. That is why some of the modeling techniques were made with Povray 2.2, the sundial numerals, and others with Povray 3.0, then grandfather clock face numerals. I used Povray 3.0 in the end because it has the halo object, the candlelight and radiosity. This image was rendered with quality set to 11 and anti-alaising set to zero. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The Atomic Clock (see atomic.inc, fpanel.inc, nits8c.inc and dwatch.inc for details) The Atomic clock is a stylized representation of the NITS-7 atomic clock at the University of Colorado. The actual clock was far too complicated to model, so this version models only some of the essential parts: the chassis, chrome cylinder and the interconnects. Since it is a stylized version I added the plaque calling the clock the NITS-8c. Since it was not a real atomic clock I dedicated it to the University of Massachusetts since that is where I went to college. I expect UMass will be suprised to find out someone gave them an atomic clock. The plaque, central LED display and the radiation symbol were added by me, since it was not obvious that the object is an atomic clock. The atomic clock was the most complicated but not the hardest object to model. It started off as a square frame made of four thin cylinders with a sphere of equal diameter at each corner. A four sided polygon was added to one side so that I ended up with a square plane with rounded edges and corners. Then this plain was copied, translated and rotated until I had a box with rounded edges. Three of these boxes, with the middle one scaled by 0.8 make up the chassis. The chrome cylinder on top is another CSG object. It is a simple cylinder with two discs recessed at each end as covers. The 'electrical' connection is the only place I used a tool. The elbow connections, five in all were modeled using Povcad. The four 'physical' supports are simple CSG cylinders. The plaque was made with the rounded corner box ( see dwatch.inc ) and Povray's text feature. The central display (see fpanel.inc) used the seven segment LED objects on a black box covered with the Thin_Glass texture. The radiation symbol is simply a disc with a radial black and yellow pigment. The Sundial (see sdial.inc, tms73.inc, tms86.inc and tms88.inc for details) The sundial was made with simple CSG using discs, cylinders, boxes, a cone, and a triangle. The radial projections at every 30 degrees are translated and scaled boxes. The circular extrusions are made from cylinders and discs. The sundial pointer is a tilting cone with a triangle filling in the space between it and the sundial face. For the numerals on the sundial I used font3d.exe to create the 3D Roman Numerals I, V, and X. With these I created all the numbers from 1 to 12. Then incrementally and with many, many renderings, I translated the numeral at centered 30 degree angles around the sundial face. To finish off the sundial I used an 'old copper' texture I created using my evaluation copy of Texture Magic. The Hourglass (see hrglass.inc for details) The hourglass I feel is the most inventive object of the scene. Its shape came from a quartic formula, Lemniscate in Povray's shapesq.inc. I 'borrowed' a glass texture from Povray 2.2 glass.inc. All the glass textures there made the hourglass appear as a solid chunk. I modified one until I came up with my 'Thin_Glass' texture. It turned out that the IOR was the culprit. Thin_Glass has a very small IOR. The sand in the hourglass is also made up from the Lemniscate equation with a 'Sand' texture. In this case the Lemniscates are clipped by planes. A shallow cone is placed at the open ends of the clipped Lemniscates to simulate sand falling from from the top, leaving a depression and sand falling on the bottom, leaving a peak. A thin cone with 'Falling_Sand' texture connects the two open Lemniscate objects. The overall effect is a very realistic looking sand in the hourglass. This sand object occupies the exact same space as the hourglass object, except that it is scaled along x by 0.95, along y by 1.0 and along z by 0.95. We now have an hourglass with falling sand. The hourglass case is simple CSG using toruses, cylinders and discs. The Sand and Falling_Sand textures were made with my evaluation copy of Texture Magic. The Digital Clock (see dwatch.inc for details) The digital clock was rather simple to make. I first made am LED segment which was a 6 sided polygon. This polygon or LED segment was arranged to create the number eight. All numbers in seven segment LEDs can be made from the number eight. I used this to create the time 10:45 38 with 38 scaled by 0.8. I made the numbers with a red pigment using an ambiance of 1.0. The clock body was made using CSG by first clipping the corners off a box, then replacing the corners with cylinders. This gives a box with rounded corners. This shape, with slight modifications, was used to create the various frames. The glass over the clock face is a scaled superellipsoid with the Thin_Glass texture. The Timing Candle (see candle.inc and canmarks.pov for details) The candle is a long open-ended cone with a image map, canmarks.tga. The tga file for the image map was made of Povray's 3.0 text objects. At the top of the candle is Povray's 3.0 halo object. Inside the halo is an elongated sphere, pigment yellow with ambiance 1.0. This gives a good impression of candlelight and flame. The candle holder is simple CSG with a torus, and two cones. The Grandfather Clock (see gface.inc and gfclock.inc for details) The grandfather clock was a very good challenge. Its basic shape, top, body and stand were made from CSG using all boxes, subtracting two elongated cones from the bottom for the base and subtracting a box from the body to create the cavity for the clockworks. The numbers for the clockface were made from Povary's 3.0 text object (see cface.inc). They were incrementally rotated and translated with many renderings to get them to their final 30 degree positions. Toruses with brass texture and an elongated thin sphere with the Thin_Glass texture make up the top of the clock. The clockworks are made from scaled and translated cylinders and a sphere, and were given the same brass texture as the brass on the clock face. The clockworks were placed inside the cavity on the clock body. A glass door, complete with a door knob and hinges complete the clock. (You can see the atomic clock being reflected on the glass door of the grandfather clock.) The Pedestal (see pillar.inc for details) The pillar was made using Povcad as a modeling tool. It is a cylinder with 12 smaller cylinders subtracted from it: this gives it the Roman look. A box object was added at each end for a base and a platform. The Mountains in the Background The background mountains were made using frgen.exe and the hill map. Once I got a pattern that I liked I scaled the object then rotated it so that it appears coming out of the infinite plain in the background. For both the plain and the mountains I used Povray's T_Stone13 texture,scales by a factor of about 20. The Sky The sky texture came from Texture Magic. It is one of the canned textures in version 0.94. The texture was placed in a sphere and scaled by 3400 tmeaspce -------- EMAIL:karlr@trdkunst.no NAME:karl ramberg TOPIC:time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED:infini D 2.6 TOOLS USED:bryce 1, photoshop 3.0.5, infini D 2.6 RENDER TIME:15 min HARDWARE USED:powermac 8500/120 32/2g IMAGE DESCRIPTION:it_s all about raytracing and time and stuff, like that DESCRIPTION OF HOW THIS IMAGE WAS CREATED:_first i made the bryce image, then i did the rest in infini D. trophy ------ EMAIL: m1m@wow.com NAME: MaryAnn Mandell TOPIC: About Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 2.2 TOOLS USED: Moray, Pioneer, Glview and 3dto3d. RENDER TIME: HARDWARE USED: Pentium 100 PC IMAGE DESCRIPTION: The image depicts a large sundial, a trophy, surrounded by a body of water out of which small land areas arise. Overhead is a gradient sky with a moon. Each element in the scene references perceptions of time. Because time is not absolute but dimensional, the references are also dimensional. The sundial is recorded time The globe at the base indicate time zones and the passage of time. All the spheres allude to the cyclical nature of time. Water is a common metaphor for the passage of time because of its fluidity with all its eddies and vortexes. Time is tidal. Time is _choppy_. Waves of all types are associated with the measurement of time. Other suggestions of time are also indicated. Reflections suggest the transitory nature of time. They also indicate memories of time past as well as dreams to future time. Geologic time is represented by small land areas - eons of time. The large shadow of the sundial indicates the grip that time may seem to have. The pointer on the sundial and the moon, which is also a reference to lunar time, lead to the realization that time is different in space. Violet, the main sky color, is often associated with creativity and red with immediacy. The use of these colors shows the intrusion of the here and now into the process of creativity when time suspends and seems not to exist. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Inspiration came when I began looking through some archives of brochures and postcards relating to Miami_s centennial. http://www.library.miami.edu/archives/promo/pro.html. There I found a wonderful poster of a sundial and it started me thinking. Then I did some research on the web about sundials. http:www.sundials.co.uk/index.htm has lots of links. There were some great images and I studied them as to how to model them and I learned a lot about them. I used Pioneer to do some sketches and work out some of the details. Glview was used to convert to raw and 3dto3d to convert raw to Moray. Although the sundial was originally modeled in Pioneer, I remodeled it in Moray. The numbers were done with Glview and were imported into Moray. The land areas were done with Pioneer. The moon and all textures were done in Moray. Don_t spend a lot of time trying to figure out if my sundial is accurate. It is not. It was not meant to be. Some artistic license had to be taken and after all its only an image of time. MaryAnn watch ----- EMAIL: Talon@Dial.Cic.Net NAME: John N. Miller (aka. UNAPOVER) TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray for Windows 1.0 beta 13 TOOLS USED: Calculator, Trigonometry, and mostly my brain, which hurts about now. RENDER TIME: Ray->Shape Intersection Tests Succeeded Percentage ---------------------------------------------------------------------------- Box 2421756 25113 1.04 Cone/Cylinder 1506599 394202 26.17 CSG Intersection 3359954 388493 11.56 CSG Merge 84380 3139 3.72 CSG Union 171077 74857 43.76 Disc 87348 1949 2.23 Plane 3647936 2098736 57.53 Sphere 6193816 3722237 60.10 Torus 1441269 304230 21.11 Torus Bound 1441269 352371 24.45 Clipping Object 5136350 864798 16.84 Bounding Box 20299974 12422733 61.20 Light Buffer 19412131 11388664 58.67 Vista Buffer 11576339 9340629 80.69 ---------------------------------------------------------------------------- Roots tested: 352371 eliminated: 139931 Calls to Noise: 10383152 Calls to DNoise: 1141328 ---------------------------------------------------------------------------- Shadow Ray Tests: 2033772 Succeeded: 249407 Reflected Rays: 476231 Refracted Rays: 115874 ---------------------------------------------------------------------------- Smallest Alloc: 18 bytes Largest: 16036 Peak memory used: 2750560 bytes ---------------------------------------------------------------------------- Time For Parse: 0 hours 0 minutes 12.0 seconds (12 seconds) Time For Trace: 0 hours 14 minutes 49.0 seconds (889 seconds) Total Time: 0 hours 15 minutes 1.0 seconds (901 seconds) HARDWARE USED: Pentium 75 PCI w/16meg running under Windows95 IMAGE DESCRIPTION: After plodding along creating Hourglasses and Sundials I finally decided to render my great-grandfathers pocket watch. A family heirloom that was given to me some time ago. Several liberties where taken with the watch armatures but for the most part is a replica of this relic from the early 1900's. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This is the first ray-trace competition I have been in and enjoyed the diversity of the topic, which is of special interest to me. I have a great fondness for time pieces of any era and collect them whem I can afford them. Below I have sketched out how I generated some of the features that may be of interest to some. ********************************************************************************* **** Possible points of interest: ********************************************************************************* **** Glass Dome: Took a large sphere and calculated the plane needed to give it the base width that I was after. The bevel was taken from the same Common sphere and adjusted to mate with the Glass Dome. Watch Face: Entirely generated from the Face.pov file included in this submission. Lets face it, I am no artist and this was the best and easiest way to generate a nice looking watch face. It consists of Cylinders/Triangles/ Discs and of course Text. Rendering was at 1024x768 AA 0.3, I am still unclear if the image size is important so I followed the bigger is better formula instead. Carefull, because of copyright laws I cannot include the fonts that I used with this file. If you got'em great other- wise just use something else, some adjusting may be necessary though. My current font library which works well with PovRay 3+ is in excess of 800+. Chain: I figured the geometry out on this one after closely examining a braided chain. I was nothing more than taking an elongated torus and roataing 36 degrees while moving along an axis. Again heavy use of the "declaritive programming" here. What a time saver.. Winder: I unioned a cone/sphere sheared by 2 planes front and back. Then with the new "declaritive programming" I rotated it around a full 360 axis. This method gave me better results than just differencing the union with Boxes. Matte: For all textures I used the standard include files, except for the Matte this was my own creation. The effect that I was going for was that of red crushed velvet. Only you can tell me if I was successful. Some people that I asked said yes, others said no, some said it looked like red cement! I made heavy use of the new language declares in this version of Pov-Ray to reduce the overall coding, but near the end of the project I was getting a little tired of the same scene so it shows... Comments/Recommendations are encouraged and welcome; watchbug -------- EMAIL: microame@uniandes.edu.co NAME: Robert Garcia TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: 3D Studio 3 TOOLS USED: 3D Studio 3, Fractal Design Painter 2.0, Blob Sculptor 1.0 (freeware) RENDER TIME: 9 minutes, 40 seconds HARDWARE USED: PC Clone - 486DX4 100Mhz, 16 Meg RAM IMAGE DESCRIPTION: A pocket watch whose inner workings went berserk and formed a type of mechanical bug. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I used 3-D Studio for creating almost all of the watch's parts. The gears were made with an IPAS routine called (guess) "gears", which makes gear's teeth, and later added the gears' "body". I made the background image, and retouched some material textures using Fractal Design Painter's airbrush tool. The watch's inner machinery is a graphic mapped on to a bunch of amorphous blobs that I made using Blob Sculptor. The gloomy lighting effect is done with 3d Studio's ability to project bitmaps through a spotlight. The projected bitmap is just black and white vertical bands with a touch of Gaussian Blur added on for a little light diffusion effect. I realize that there are better ways to do all this, but I've only just begun to create raytraced images. Don't let my software fool you. wtchrgls -------- EMAIL: Dan.Moulding@m.cc.utah.edu NAME: Dan Moulding TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray for Windows 3.0 beta TOOLS USED: None RENDER TIME: 2 Hours 45 minutes HARDWARE USED: Pentium 150 IMAGE DESCRIPTION: A wrist watch lying on the ground with an hourglass standing behing it. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The entire image was created by hand coding everything in POV format. The watch is just a bunch of CSG shapes, mostly cylinders and toruses. I created the watch band texture using the 3D Crackle pattern and modiying the bumpiness and giving it a color something not too far from a leather look. The hourglass is made of a couple of superellipses and a few lathe objects. The sand texture was created by playing with the 3D Granite pattern until it had a fine grainy look and then I added a light sandy color. The falling sand grains are actually 450 tiny box objects pseudo-randomly scattered and rotated. All of the glass textures I created myself, but most of the other textures are textures from the include files distributed with POV. Some of them were slightly modified and others are left just the way they were. yaclock ------- EMAIL: Bernd.Unger@t-online.de NAME: Bernd.Unger TOPIC: Time COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Reflections 3.0 (PC) RENDER TIME: 2 hour 30 minutes HARDWARE USED: Pentium-100 IMAGE DESCRIPTION: The idea to render a clock for the topic time isn't very new, i know. But this was the first thing to think on the theme of time. Later on during the work on this picture in my spare time there were more ideas like a wheel of time or something like that, but i got to less time to render a more complicated scene. I hope i will have enough at the next topic in this contest. So i called the picture yaclock ( yet another clock ;-) DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The textures used were part of the Reflections 3.0 package. Every texture has got a underlying bump map. The background like under- water or a bit like ice was a mistake i made during the construction of a background. But i thought it looks quite good. What to say about the clock. Its a CSG constructed body, the numbers are made with a feature called 3d-font. Some parts are rotational bodies from polygons which you can create in Reflections. The images contains 5 light source, three local near the clock and two global to illuminate the szene a bit. These light sources and the relfective background increased the rendertime heavily from about 20 minutes to 2 hour 30 minutes at the resolution of 800x600 plus antialiasing. Many thanks for the ideas and comments to sandra, ralf and alex, which mentioned the contest more than once the last weeks so i hurry up to get this picture so far ready to submit it today!