TITLE: The Doll House NAME: Andrew Wernette COUNTRY: USA EMAIL: wernette@mail.wco.com TOPIC: Glass COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: dolhouse.jpg ZIPFILE: dolhouse.zip RENDERER USED: 3D Studio MAX TOOLS USED: 3D Studio MAX, Photoshop RENDER TIME: 1 Hour HARDWARE USED: Pentium 100mhz IMAGE DESCRIPTION: We look upon a typical fireplace, complete with fire blazing. A jar of matches, Lantern and shortsword decorate the mantel. Above we see the remainder of the room through a large mirror. But wait... Is this a living room after all? In the background we see a doll and toy blocks which dwarf the scene revealing that this is, in fact, a miniature doll house. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I had access to 3Ds MAX for a few weeks and decided to take advantage of the situation. I have never generated a 3D image before, but was familiar with the fundamentals. So, I decided to take a shot. I thought it turned out pretty well for my first try, especially since I was learning as I went. All the 3D models were created by me using various techniques from combining simple primitives to using lofts to using deformations such as ripple and taper (on the doll dress, for example). The flames were standard combustion environment affects. I must give Kinetics, the makers of 3D studio credit for the textures used on the mantel, fireplace, wall paper(s), doll clothes and the wood grains. The clock face was a picture off the internet, I cannot remember where. I used photoshop and time and patience to create the doll face, block face and bump maps, sword textures, etc... Most of the surface detail on the clock was created using filter and bump maps applied to a standard wood grain texture. The fireplace screen was created by retouching a Win95 bit Map (Metal Links.bmp) to create a bump, transparency and shininess map. Finally, I could not use the automatic reflection/refraction generation for the match stick jar or lantern. I was forced to play around with generating renderings and applying them as surface textures. This took some time. I learned the true weakness of a scan-line renderer - its inability to do glass.