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.

