There is fixed description to matches.jpg, cos last one was written yesterday at 23.00 at last day of year, and thats why it contains so many mistakes :):):):):):):):):):):):)

sorry for problems....



EMAIL:zizu666@wp.pl	

NAME:Michal "Zizu" Zyskowski

TOPIC: complexity

COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.

TITLE: matches

COUNTRY: Poland

WEBPAGE: n/a

RENDERER USED: PovRay 3.6.1

TOOLS USED: none

RENDER TIME: 1 days 6 hours

HARDWARE USED:

IMAGE DESCRIPTION:



I started from one match , and later i create macro which was making a "match tower" and another macro which was making a "match fence". Next i think about an environment, and i decide to place this into a room with wooden floor and ceramics walls. I thinks that it could be done better. after render i saw that some of the matches has collisions with floor, but i decide to send it anyway :). 

 

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:





All objects are made from isosurfaces and are real shapes without using normal patterns only using noise and other functions to simulate real surface disortion.



Mathes are rounded boxes , i add them a little noise functio with scaled amplitude and scaled frequency. they also have a pigment function added to the isosurface (marble with little turbulence), so it looks like a little scars on wood.



Match head has two "phases" of noised function . first is to create irregular shape of the head, (diffuse form sphere), and next is to make little holes in the head, Brown pigment and a little speclur gives (i think) quite realistic texture.



Ceramics - Also isisurface with also two phases of disortion, first gives a little amplitude "wave" shape, and second simulate normal blending (yes i decided not to use normal blending but try to simulate it using noise functions, i think that looks more realistic, and even when we look at the edges of any shpe surface will never look flat - this effect can be seen especially at the spheres with normal blending). pigment on the ceramics is just gradient y rotated by 45 deg and scaled and a little turbulenced.



floor contains pieces of wood rotated by 45 deg around y axis in first while loop , and the same pieces rotated by -45 in second while loop. mothod of creating wooden piece is the same as matches.



i use 5x5 are light and radiosity with very weak attributes, so quality isnt very good, and of course this horrible collisins with floor :(:(:(:(....

i'm makin already next version with fixed floor, and different lightning.











