TITLE: Through the looking glass NAME: Jerome BERGER COUNTRY: France EMAIL: bergerj@iname.com WEBPAGE: http://www.enst.fr/~jberger TOPIC: Imaginary worlds COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: jbmirror.jpg ZIPFILE: jbmirror.zip RENDERER USED: POV-Ray for windows v 3.1 TOOLS USED: Arabeske, Paint Shop Pro, paper and pencil RENDER TIME: parse 1s, render 1h 56m 48s HARDWARE USED: P-II 333MHz, 64Mo RAM, Windows 98 IMAGE DESCRIPTION: We're on the "wrong" side of the mirror, looking out at the real world much as Alice must have done... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Here's a good application of the matrix transformation: most of the room is kept in a single #declare which is then instanciated twice. The candles were added afterwards, and one of the rooms got a matrix transformation that mirrored it on the other side of the wall. I then fiddled with clipped_by statements to prevent the two rooms from interfering with one another (especially in the fireplaces). A few random notes: - I had a harware problem that didn't leave me as much time as I'd have liked to make this scene. It is therefore incomplete (I would have liked to add something on the walls, and a few objects only seen as reflections in the brass items wouldn't have been amiss for example). - the back and floor of the fireplace are actual bricks since I didn't manage to get quite the effect I wanted with a brick pattern. BTW the docs say that you should NEVER use the bounded_by statement for a union since POV does it very well automatically ("never" is emphasised in th help), but I' found out that manually bounding these brick walls actually cut the rendering time by something like half an hour... Some improvement was also achieved by careful bounding of the tables. - everything was hand-coded directly in POV's internal editor, mostly as CSGs. - the logs are blobs generated randomly by a home made macro. - if anything, I'm rather proud of the candle flame, too bad it's not more visible...