TITLE: Contrast with Povray NAME: Mitch Richling COUNTRY: USA EMAIL: richmit@member.ams.org WEBPAGE: http://hardwoodproduct.airweb.net/personal/richmit/index.htmlJPGFILE: mjr_con.jpg ZIPFILE: mjr_con.zip TOPIC: contrast COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: mjr_con.jpg ZIPFILE: mjr_con.zip RENDERER USED: Povray 3.1.g TOOLS USED: Emacs, GCC, Povray, xv, Linux RENDER TIME: 9 minutes 48.0 seconds (588 seconds) HARDWARE USED: Pentium II 400MHz, 384Mb RAM, 21' Sony FD, Voodoo3 AGP. IMAGE DESCRIPTION: This image was my answer to the question: "What can I come up with if I only allow myself to use black spheres and white boxes in a Povray input file?" In this way, I have chosen to exhibit contrast at the technical level of modeling and rendering, rather than in the image itself. This has had the effect of displaying an obvious contrast in the image between the rounded, organic, black art on display and the flat, dead, white museum. On another level, the very act of choosing to generate contrast in the technique rather than in the result is in contrast to the typical submission. :) This image portrays a sculpture of an stone tree as it might be displayed in a typically sterile, white museum of modern art. I think this image is rather reminiscent of a corner display one might find at the Dallas Museum of Modern art. This image is a first for me. It's my first attempt to model something that might actually exist, and it's my first submission to the IRTC. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Because of the limitation of color and shape, the primary tools left for me to play with were creative lighting effects and normal modifiers. The lighting is the most dramatic component of this image--IMHO. The many shadows on the walls and floor are primarily due to many lights placed in the "ceiling" of the room. They are all at the same height and are in a grid pattern. The lights are all rather dim. The tree is actually just a bunch of spheres. Each one is black with a smooth, shiny texture. The reason for the shinny, grey look has nothing to do with pigment, but rather with the large number of lights placed around the tree. The tree has more than 20 lights placed on the surfaces of two concentric spheres placed near the center of the main branching point. These lights have a dramatic fade-off value and thus don't affect the shadows and lighting of the scene, just the tree. The tree that is the centerpiece of this image was generated with a bit of C code that I wrote. The code is quite ugly and a bit of a hack. I have been working on a better version written in Java, and I hope to make it publicly avaliable when I have completed it. The floor is NOT a texture, rather it is really made up of "tiles" that have been placed in a grid. I used a large separation between the tiles to achieve the bold grid appearance. The walls are textured with the standard wrinkle normal map provided with Povray. The wall/floor trim is constructed from 4 boxes in Povray. Two of those boxes are of zero thickness and have a high ambient light attached to them--this way the part of the trim parallel to the walls is brighter than the walls, but still has shadows landing on it. The benches are simply made up of two boxes each. The top box has the standard Povray crackle normal applied to it. The pigment used was white, but the normal modifier has a rather dramatic effect.