TITLE: Trash
NAME: Leroy Whetstone
COUNTRY: USA
EMAIL: lrwii@joplin.com
WEBPAGE: http://leroywhetstone.s5.comJPGFILE: Trash.jpg
ZIPFILE: Trash.zip


TOPIC: Rubish
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
JPGFILE: trash.jpg
ZIPFILE: trash.zip
RENDERER USED: 

 Povray 3.6 Windows


TOOLS USED: 

 Prisms: PolPrm.exe(a Win98 program I made it's on my web site) 
 Bmp: for image maps PBRUSH.EXE came with windows
 jpeg conversion: IPhotoPlus
 

RENDER TIME: 

 Todal: 2 hr 23 sec 


HARDWARE USED: 

 Anthon 1.2Ghz 256 Meg RAM


IMAGE DESCRIPTION: 
    A wall hanging found in the trash
                     behind an old two story house.

SCENE :
 size: 800 * 600
 antialias: threshold .01 method 2 jitter 1 depth 3
 assumed_gamma 1.8  
 frame level objects: 12838


DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 


 I started this image with the background cloth. I had
made the base texture a while back for a display case.
This is all I had I had no idea what I was going to do 
with it. I thought about putting some useless thing on 
display. But what? One mans trash is anothers treasure.
I wanted the whole thing to be trash or rubish if you like.
The most usless thing I could think beside my last entry
was a wall hanging.
 This scene is a mostly a study of textures. It uses
a lot of layered textures. Every thing except the notes
have layered textures. I won't go into details about texture
for each object. If you like a texure it be in the zip file.   

Lights: 2  3*3 array lights
        1 light group for the background cloth

Background Cloth: a polygon with a layer texure

Frame: made from a prism copied stretch cut and placed to
       frame the screen also uses a layered texture
       There is a pov file I've included in the zip that 
       can make make this frame and several other types. 

Cloth2: the cloth behind letters is a polygon, the 
       polygon was made by using a formula to adjust a point 
       in or out then rotating it around the center. As the
       polygon was being made the values where being saved for
       later use as a spline.
         The frill is a number of cones that uses the spline
       to place more cones than points on the polygon 
Cross Stitch: there is a base union of cylinders and spheres
             that make up a stitch. The cylinders and spheres
             have different radii so the cross is not symmetrical.
             That base is rotate and placed in union with others
             of like color stitches and a layered texture used.                 
      
Letters: I use trace on the letters to place the stitches.
        Each letter was place in a union separtly then that union
        was traced to check for a stitch. I played with the 
        placement of the letters until I had a couple that could
        have unraveled threads on them. These loose threads are
        made with sphere_sweeps. There are also knots scatterd
        around the stitches.
Notes: both Notes are Mesh2 with uv mapping. They use FamD4.bmp  
    & HouseForS.bmp files to texture them. Believe it or not 
    this is my first time I use UV mapping for an entry. I've
    tried UV mapping with some triangle mesh softwares but never
    got them to work to my liking. Here I started from scratch
    I wrote code in POV to make a plane of triangles and deform
    them using splines.It makes and saves a mesh2. It's in the 
    zip as TriMeshUV.pov.                   
Splatter: I made another pov file to make splats. It has a gravity
         effect along with a lot of adjustment variables. It uses
         cones and spheres to make splatter drops. I know some 
         people will say 'Why not use blob?' I say Blobs are
         slow to render and 'blob' has no cone component. And I'm
         to lazy to make a cone like 'blob'.
Hearts: a heart was made from the data for a prism put into a spline.
        That spline was used to place cylinders in a union.
        There are three different hearts. They where rotate and
        placed before they where layered textured.
Dirt: One last thing I used trace to randomly put dirt paticules 
      over everything but the notes. 

Zip-File: The zip file should have every thing you need 
                 to reproduce Trash.

  Trash.pov: the main POV file
  Trash.ini: the INI file I used 
  Framed: makes a picture frame
  Letters.pov: makes the second cloth and other things
  HSHstr.pov: union and move letters around
  Splat2.pov: Makes a splater using cone and spheres 
  TriMeshUV.pov: The Mesh2 UV mapping maker
             it saves mesh2 object called 'Thing' using 
             'texture{M_Tex}' 'M_tex' must be define before
             using. I just place 'M_tex' in the file after it
             was made.
   Note1.inc: A mesh2 with UV mapping
   Note2.inc: Another mesh2 with UV mapping
  FamD4.bmp: bmp for Note1
  HouseForS.bmp: bmp for Note2
  Wtrim.prm: prism for frame
   
  One thing I'd like to say about these pov files each and
  every one can be rendered alone. To call from another file
  you need to define 'Get'.

epilogue: 
 Now that the picture is done and I'm finishing up here I
 look back and think 'that really is rubish or at less a fair
 representation'. I had a little fun exploring textures and
 more fun playing with splines. But most of the time I was
 working on this I keep thinking I need to get my POV robot
 files in order. Now I have to! Got no excuse! Bye.Bye.

 My web page has some basic tools for working with POV-ray.
 All the tools are written in C++ and are for Windows 98.

 Feel free to E-mail me with any comments and or suggests.
 If you e-mail me make sure you have POV in the subject
 or I WILL NOT read it.
 





