TITLE: Praying to the Porcellain God
NAME: Jakob Tendel
COUNTRY: Germany
EMAIL: tendel@snafu.de
WEBPAGE: 

TOPIC: Worship
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
JPGFILE: jtporgod.jpg
RENDERER USED: 
    PovRay 3.1g


TOOLS USED: 
    Moray 3.3 , Rhino3D 1.1, Photoshop


RENDER TIME: 
    ca. 16h


HARDWARE USED: 
    PII 400, 256Mb


IMAGE DESCRIPTION: 

For anyone not familiar with the expression, 'praying to the porcellain god' is
a reference to the toilet bowl (made from a porcellain-like substance) and the
unfortunate situation one can find oneself in after too much alcohol, i.e.
kneeling over the toilet and ... This can be a spiritual and contemplative
experience, at least for the girl: shes almost floating away (I know, I know,
it was worth a try).
This is only my second entry and I went out onto a limb a little with the
interpretation here, only having two very interrupted weeks since deciding to
take part. I had started to build a model of my bathroom a while ago to
visualize some redecorations I have planned and so I tinkered around with tiles
and soforth. At some point that I cant quite remember, I hit on the idea for
this image and so I started to extend the techniques I had been developing.


DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 

I like procedural texturing a lot and I am continually amazed at what time and
inspiration can result in. For this entry, though, I went a different path and
decided to work mainly with image maps. This is an area I have neglected sofar
and I wanted to experiment. The scene was assembled in Moray, with major
modelling (the girl, the basin, and the toilet) done in Rhino. The tiles on
walls and floor are image-mapped heightfields(including the spilled drink), as
is the floormat. The other objects were done right in Moray, usually CSG'd
together. I tried to pay as much attention to little details as possible
(darkened cracks around the spilled beer, one door of the cabinet slightly
open) and to populate the scene with as many assorted objects as possible, in
order to avoid the horrid 'barren and pristine' computer-look. The biggest
head-ache was the lighting. I had to go to some lengths with emmitting media
and area-lights to get the lamp in the cabinet to glow at least remotely
realistically. I'll let you be the judge as to how well I managed.



