TITLE: DBW Tribute NAME: Joel NewKirk COUNTRY: USA EMAIL: newkirk@snip.net WEBPAGE: http://users.snip.net/~newkirk TOPIC: First Encounter COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: dbwtribu.jpg ZIPFILE: dbwtribu.zip RENDERER USED: POV-Ray V3.1 Amiga and Windows RENDER TIME: approx 6 hours HARDWARE USED: Amiga 2000 (initial comception) custom AMD K6-2 350MHz to render IMAGE DESCRIPTION: This image is a tribute to the first Ray-Traced picture I ever saw. The image was called 'Glass', and was created by David Wecker using his raytracer DBWRender, available (ca 1986) for Amiga and Vax. This was my 'First Encounter' with raytracing, and I've been hooked ever since. That original image was of a room constructed from brick-textured walls, and populated with two light-sources and (I believe) 6 glass spheres. This tribute image is deliberately simplistic component-wise because of the nature of the encounter it relates to. The only major departure from the 'original' image is the bowtile floor. (I always thought a brick floor looked strange) I suspect that for many of us, our 'first encounter' with ray-tracing was a 'glass ball and checkerboard' style of image. Dave Wecker's 'glass.img' was my first encounter, and in fact the first scene I ever raytraced. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The scene was originally created on my Amiga 2000 (accellerated) but would have taken prohibitively long to render there at the 0.01 AA method 2 setting, and to complicate matters my A2000's hard drive was wiped two weeks ago. The final scene adjustments and final render were completed on my newly-constructed custom AMD K6-2 350MHz system, which I built two weeks ago. (proper break-in, huh? ;^) The floor was created with an include I wrote during the early POV-Ray 3.1 development stages, to test out the macro features. That include is being greatly expanded to include many different tiling patterns now. The walls were done as follows: walls not directly visible were simply a brick pattern pigment. Walls directly visible were done with a brick pattern texture_map, with transparent grout and a custom slope_map crackle pattern for the normal, to simulate cracks and pits in the bricks. (visible clearly through the left sphere, near the wall) The actual wall objects are a pair of nested box objects, with the inner one (only slightly smaller) being the grout, to show through the transparent grout in the outer patterned object and make a visible protrusion of the bricks beyond the grout. As with the original 'glass.img', there are two light sources. (not visible, where in the original, light-sources were visible as white circles) Extra 'lights' visible in the spheres are products of internal and surface reflections. j Joel Newkirk Maple Shade NJ December 21, 1998