Abhorsen
Render time: 00d00h0m00s
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I've finally returned to this hobby.
Construction
The bells are spline lathes, the background is
generated by the Project Tierra module
The bells are textured by ... (drawn by ...).
Context
Abhorsen trilogy by Garth Nix, also similar
photoshopped image.
Production
Step 1: refamiliarise myself with POV-Ray. To just reacquaint myself with the
coordinate system, I created a rough outline of a bell, to practise
manipulating. Not the world's most exciting, but it showed me what I wanted to
know.

Next step, check I can do the background I want - my POV-Ray skills aren't great
enough to write the macros myself, but
Project
Tierra looks like it can come up with at least a rough approximation to what
I want.

This is very low res, but it still took a yonk to render since it uses radiosity
heavily. I'd like to make my background the Clayr's Glacier, but I'm not
sure I can tweak the settings that much - but if not I can still come up with a
pretty good backdrop - especially if I can get a nighttime or dawn/dusk look.
Next, a little research on the rough proportions of hand bells. According to
rough measurements of low res images on the internet, the handle length to bell
length varies between 1:1 and 4:3. The length of the whole bell to the width of
the fluted part (dunno what you call it) is about 2:1.
Roughly something like:

Not what I'd call highly polished, but enough for me to work on composition.
Wikipedia tells me that the bells range in size from the size of a pill box to
that of a jar - at an approximation, this is between 5cm and 20 cm. This means
the smallest bell is held in half a hand, the largest really ought to be held in
two hands. In geometric progression (?) the linear ratio between two adjacent
bells ought to be the 6th root of 4 ( ~ 1.259921050 ~ 1.26)
| Bell | Alternate name. | Relative size | Mark | |
| Ranna | Sleeper | 1 | ||
| Mosrael | Waker | 1.259921050 | ||
| Kibeth | Walker | 1.587401052 | ||
| Dyrim | Speaker | 2.000000000 | ||
| Belgaer | Thinker | 2.519842100 | ||
| Saraneth |
Binder | 3.174802104 | ||
| Astarael | Weeper | 4.000000000 |

Spent quite some time working on a good way of doing the bells - came to the
conclusion that the lathe object was best, so forced to work out splines -
surprisingly easy, in concept at least. In practise, however ...


(orthographic projection)
But I'm making progress...
Using cubic splines instead of bezier splines halps smooth things out, and makes
it all a bit more predictable, if less easy to control the gradients

(cubic_spline)
(Same lathe, but the repeated coordinates cut out so it smoothes off - ought to
be possible to form the bell by plotting lots of coordinates - should work, if
less elegant)
Since I need graph paper to get that many points, test rendered the same scene
as before, using AA to see if the artifacts disappeared. 15 mins later:

Much better!
Made progress with the spline bell - the handle needs a better shape, metal
fitments to join the bell and handle and at the end of the handle are required,
the bell needs smoothing out, especially at the top (see pic), the wood texture
needs refining and a great deal of general polishing is required, but it looks
fairly good.

Tried a test render against the background - even without AA, the picture below
required 2h22m26s - probably due to the reflections. Must implement the
'bounded by' clause - might speed it up. Managed to orient the bells to
the random 'look at' direction using a transformation out of transforms.inc. The
difference in size and the proportion of bells 'on screen' is due to the
different screen res setting used by ProjectTierra (I think...).
The obvious problem can hopefully be fixed by scaling the bells complex down.

The bells scaled by 0.05 and slightly reoriented (so they don't overlap) give
the following (which, with the bells bounded_by, and with AA 0.3 took 18h50m20s!
- the final composition will HURT! - esp. w/ radiosity)

The lathe surface flaws are very noticable, which needs fixing, and I need to
remember to adjust the camera proportions.
Some experimentation that the fastest rendering is having each bell bounded_by a
simple CSG cylinder - both unbounded and a merge of two cylinders is slower.
This may not scale up to a full scene - test?
Reading through Tierra.pov - got the 3:4 ratio built in, I hope. Also
worked out what gives with the scale - 1 unit ~ 1km - need to scale the bells
down to reflect this (look up table above? - think c. 0.0001 to turn 1 unit to
1cm (??)). i_sky.inc might be easily adjustable to get moonlight - need to look
into lightsys however.
Been thinking about adding charter marks as textures - material_maps seem to be
the way to go. Make the minor charter marks normal peturbations? Or
the bell mark a rough patch on the bell, and the minor marks gold instead of
chrome? Have been testing how to use material_map with the POV-Ray include
image.

If you use cylindrical mapping, distortion in minimal even near the top of the
bell. The way to do underlying textures is to (rather than layer them)
simply call them as the first texture definition.
Note: To keep the image in proportion, the source image needs an aspect ratio of
2π:1 (landscape).
Replacing the POV-Ray image with my own 'marks.bmp' (below) gives

- texture { PinkAlabaster scale 1} texture { pigment { DMFDarkOak } scale
1} is actually rather pretty. Note the distortion near the top (Fix:
simply have the top part of the file scaled differently)

Colouring as originally intended, with Marks on the wood as well :

Encountered some problems working out the aspect ratio for the handle - once I
actually stopped trying to take short cuts, found it was about 1:1, but there
will be heavy distortion on the more complex handle I have planned.
Added in the major Mark (in this case, the mark that is probably going to be
Astarael). It is a normal peturbation based on bumps with a low magnitude
and fine scale.

It needs fine tuning, and the material_map needs aligning better (that can wait
until the bell shape is finalised - otherwise it is just pointless effort)
For a change of pace, moved the viewpoint of the viewer to 2 metres above ground
level. Something unknown caused the render time to explode to 3h25m25s
though - probably a program running in the background.

If I don't mess around with the scene further, it will be important to use
radiosity to clear out the black shadow a bit.

I just liked this one, for all it is accidental.
#declare Bells =
merge{
object{ Bell translate <0,0,-0.00/2> scale 1.000000000 rotate <090,000,000>
translate < 1.70*1.00, 0.0, 1.90*1.00> }
object{ Bell translate <0,0,-0.00/2> scale 1.259921050 rotate <090,000,000>
translate < 1.70*1.26, 0.7, 1.90*1.26> }
object{ Bell translate <0,0,-0.00/2> scale 1.587401052 rotate <090,000,000>
translate < 1.70*1.59, 1.4, 1.90*1.59> }
object{ Bell translate <0,0,-0.00/2> scale 2.000000000 rotate <090,000,000>
translate < 1.70*2.00, 2.1, 1.90*2.00> }
object{ Bell translate <0,0,-0.00/2> scale 2.519842100 rotate <090,000,000>
translate < 1.70*2.52, 2.7, 1.90*2.52> }
object{ Bell translate <0,0,-0.00/2> scale 3.174802104 rotate <090,000,000>
translate < 1.70*3.17, 3.4, 1.90*3.17> }
object{ Bell translate <0,0,-0.00/2> scale 4.000000000 rotate <090,000,000>
translate < 1.70*4.00, 4.2, 1.90*4.00> }
scale .005
rotate <0,90,0>
translate <-.019,0,.03>
} ;
Just to get an idea of what the scene will look like, I overlaid tierra.bmp with
bells.bmp (the background being a white plane with ambient .1 NB: Interesting
effect if you forget to comment the plane out of bells.pov and render tierra.pov)





Something odd happened with the camera here. Tweaked it by changing the
direction vector for the camera, which had odd knock on effects, but I'm happy
with the composition - now need to render the bell into it's final form
('polish' the metal, and adjust the handle into a better shape), and play around
with the landscape as well.

Have improved the metal part of the bell considerably by dropping the number of
points in the spline by a factor of 4 (I seem to have neglected to save any
images from this phase - see below). Have also started work on the
handle (work incomplete, esp. the end cap and near the bell). Got quite a
nice effect by giving the marks ambient 2 - but the gold is looking less
suitable, perhaps - see if there is a fire-like texture. Perhaps make the
textured 'Major Mark' slightly ambient? Or lose it altogether?


The above two pictures show both the refined handles and the effect of radiosity
- the only difference between the two is that the bottom has radiosity enabled.
It looks pretty good with radiosity, and I've resolved to lose the 'Major Marks'
- too much effort for little visual payoff, and it may even detract. With
radiosity edges smooth together better, so the gold Marks look less unnatural
(and also, not much luck with fire textures!) - need to adjust the ambient
values a bit if using radiosity (they seem much brighter under this method)

5h8m26s

Abhorsen's line are dark haired and dark eyed, and their time in Death makes
them prenaturally pale.
Perimeter gurds ch 2 p31
The wall: about 40ft high, and Crenellated
Charter Marks are not normally visible to ords.
The book of the dead: Pale green leather, tarnished silver clasps.
Abhorsen: Dark blue and silver keys.
Clayr are blond and dark skinned - wer white, plae blue and 7-pointed stars in
gold
King is red and goldenn towers
Wallmaker is ?(green?) and silver trowels.