TITLE: Abandonada.
NAME: Jaime Vives Piqueres
COUNTRY: Espa_a (Spain)
EMAIL: jaimevives@hotmail.com
WEBPAGE: Under construction, go to View Previous Rounds of IRTC.
TOPIC: FLIGHT
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
JPGFILE: abandona.jpg
ZIPFILE: abandona.zip
RENDERER USED: POVRay 3.0 (C) POVTeam.
TOOLS USED: Paintbrush((C) ZSoft), Qedit((C) SemWare), POVRay 3.0((C) POVTeam)
RENDER TIME: aprox. 10 hours, for 800x600 +a
HARDWARE USED: Intel 486-100Mhz, DX2-OD.
IMAGE DESCRIPTION:  Broken window glasses in a deserted house.
DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 

  POV files typed in Qedit.
  GIF files for glasses painted in PBWin.
  GIF files for landscape, courtain and worn, done with povray and 
      modified in PBWin.

  Idea & Realization :

   Well, I've used my traditional method : saying to everyone about the topic,
   listening all purpouses. Finally, someone has proposed a window breaking,
   although I've decided to do broken glasses instead of the breaking action,
   b'cos it needs much more work (and to break glasses to observe it...:->).

   I've used again HFs to do the hard work : the broken glasses. They consist
   of 2 hfs, one for each side, to do a solid glass piece. The hole was removed
   with water_level 0.001. The glasses design are is from my memory, visually
   confirmed latter. The rest of scene uses typical features in typical ways :

    -WINDOW : Lots of csg and previews. T_Wood15 used to texture, but with few
     modifications, warp added (no much control yet), and a normal to simulate
     old varnish. A layer of filth and HF's added latter to enhance the worn
     effect (it was hard work to intersect the HF's).
    -WALL : There are here 2 HF'2, one for lime and another internal for
bricks,
     all with 2 dirt layers over textures. I've used the pigment_map for the
     first time, to do the lime holes for see the bricks, and I'm pleased with
     the result. Trace this scene with larger camera distance to see the great
     effect of holes and dirt.
    -LANDSCAPE : HF used again to do their true work: the terrain, reflected
     in the broken glasses. Done with another pov scene with gradient z and an
     apropiated color_map and pattern (really vast powerful method to do HFs).
     This scene is not included: is a sample from POV help.
    -COURTAINS : I've used the same method as in landscape.
    -OTHER OBJECTS not viewed in this picture : There is not a room behind the
     courtains, but there is an interior closing device, simple but really
     interesting (commented out).
    -LIGHTS : There are 2 point lights, one for the mediterranean sun and
other,
     shadowless, for the camera flash and ambient light.

  Extra Comments:

       Well, I'm really glad with this competition. I discovered POVRay 2.x in
   Aug 1995, and the former competition was finished. After a training period
   (almost a year), doing insipid test scenes, I've decided to give up all
other
   terrenal possessions and to trace reality bits for the rest of my life, with
   a few breaks to work, eat, sleep, and many other activities not detailed. One
of
   these is my strugle with spanish phone lines to contact povray.org and the
   IRTC page. It is  very difficult for me to send and receive files whitout
any
   problem, and I spend hours trying and trying again. In fact, I've never been
   able to vote yet b'cos I can't download all the files, and I prefer not to
   vote partially. Fortunately, at work, I can now access to Internet at 64k,
   and I expect to send this round submision without any problem... :-}

       Finally, I apologise for my low english level. POV and INC files come
   with spanish comments. I've tried to be more aware and methodical this time,
   but it's hard for me to keep a clean code when the scene reaches a high
level
   of complexity. Recently, browsing Collins Dict., I've found the word MUDDLE,
   unkown for me, that resumes in English multiples Spanish expressions that
are
   very appropiated to describe my pov style: muddle along, muddle on, muddle
   through and muddle up! The most appropiated is, perhaps, MUDDLE ALONG. 8-(

   That's all, Folks! Good trace!

