03julyma -------- EMAIL: itac6ma@gorseinon.ac.uk NAME: Michael Ashelby TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray v3.0 for Windows TOOLS USED: None RENDER TIME: Ooooh. Lots. ************** HARDWARE USED: P75 24mb IMAGE DESCRIPTION: The image created is my own rendition of the scene in Independence Day where the White House is attacked by the aliens. It was heavily inspired by the film, but I created the image on my own from scratch with this inspiration. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The image was created using only POV 3 for Windows (on '95). I started initially by creating the trees from a random generator that I coded myself (in POV code). Each leaf is individually rendered in a mesh that covers each 'Sub-Branch'. I then started modelling the White House itself in POV code. Once finished and lit, the space ship and laser were created. The shower of particles were created using also in a mesh, and the central laser was an emmitting halo. The clouds of dust were, obviously, dust halos, internally lit with a fairly large turbulence. 13scifi1 -------- EMAIL: no13@ozemail.com.au NAME: Nathan O'Brien TOPIC: science fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 3 for windows TOOLS USED: Autocad & custom lsp routines for the modelling Paintshop Pro for JPG conversion RENDER TIME: 2 hours 16 minutes HARDWARE USED: Pentium 133 with 512 cache, 64 Mb ram, WIN NT v4 IMAGE DESCRIPTION: An attempt at creating a scene from the Frank Herbert novel Dune. A group of "thumpers" set in the sand. The shield wall can be seen in the distance. The major object to the right is meant to be a sand worm. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All the height fields in this image were created with POVRAY. As such the tga images are not in the zip archive but the scene description files for them are. The "thumpers" were written by hand directly into POVRAY and the worm was made using a custom made LSP routine for Autocad, 13scifi2 -------- EMAIL: no13@ozemail.com.au NAME: Nathan O'Brien TOPIC: science fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 3 for windows TOOLS USED: Autocad & custom lsp routines for the modelling Paintshop Pro for JPG conversion RENDER TIME: 4 hours 7 minutes HARDWARE USED: Pentium 133 with 512 cache, 64 Mb ram, WIN NT v4 IMAGE DESCRIPTION: This is the desk of someone who writes science fiction. I know it's a slippery connection with the topic but I din't want to do sapceships or that kind of stuff. I figured that there would be zillions of spaceships, robots, aliens etc. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The scene was drawn in autocad and assembled piece by piece. In the pov code I tried out some scene switches posted by Paul T. Dawson to the IRTC discussion group. These worked extremely well. 13scifi3 -------- EMAIL: no13@ozemail.com.au NAME: Nathan O'Brien TOPIC: science fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 3 for windows TOOLS USED: Autocad & custom lsp routines for the modelling Paintshop Pro for JPG conversion RENDER TIME: 1 hours 21 minutes HARDWARE USED: Pentium 133 with 512 cache, 64 Mb ram, WIN NT v4 IMAGE DESCRIPTION: I couldn't help myself. Just had to do a robot. I created the robot for the last month of the old competition (the one that was never judged). I cleaned up the code and changed the scenery and colours. I also used some of the features not available in povray 2. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The scene was drawn in autocad and assembled piece by piece. 2001disc -------- EMAIL: starbase1@cix.compulink.co.uk NAME: Nick Stevens TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3 for Windows TOOLS USED: Nothing Special (apart from graph paper) All by hand! RENDER TIME: 104 Minutes HARDWARE USED: Pentium 133 PC, Win 95 IMAGE DESCRIPTION: The ship 'Discovery' from the film 2001. More extensive comments are in the source code. I have also included a shrunk version of the pod - entered as a seperate item. Light range on the pod has been severely restricted to make it look more like the film, and avoid shadows of the rms on the main ship. Done entirely by hand, no modellers. Produced with the aid of the excellent book 2001- Filming the future, which was a lotter better than the freeze frame on my video! DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The source code is included, and has extensive comments in it. I'll be happy to discuss further by email if anyone is interested! 2001pod ------- EMAIL: starbase1@cix.compulink.co.uk NAME: Nick Stevens TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3 for Windows TOOLS USED: Nothing Special (apart from graph paper) All by hand! RENDER TIME: 67 Minutes HARDWARE USED: Pentium 133 PC, Win 95 IMAGE DESCRIPTION: The pod thingy that comes out of the big spaceship in 2001. I have simplified the arms as the original had 4 on each side, but that looked rather cluttered. Headlights have deliberately been given very short range to stop them messing up the lighting when used with other objects, as that did not seem to happen in the film! It was also hard to make the chrome look right, as there is nothing for it to reflect - I suspect Kubrick cheated a bit here... Produced with the aid of the excellent book 2001- Filming the future, which was a lotter better than the freeze frame on my video! DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The source code is included, and has extensive comments in it. I'll be happy to discuss further by email if anyone is interested! 2001stat -------- EMAIL: starbase1@cix.compulink.co.uk NAME: Nick Stevens TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3 for Windows TOOLS USED: Nothing Special! RENDER TIME: A shade under 2 days! HARDWARE USED: 486-66 PC, Win 95 IMAGE DESCRIPTION: The partly built space station seen in the film 2001. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The source code is included, and has extensive comments in it. I'll be happy to discuss further by email if anyone is interested! There is extensive use of Lathe objects and adding and rotating objects in loops to build up detail. Done entirely by hand, with help from the book 2001 - filming the future. 2rattack -------- EMAIL: meijome@primenet.com NAME: Todd Meijome TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0beta TOOLS USED: PovSB 0.99h and MS-DOS Edit RENDER TIME: approx. 4.5 hrs. HARDWARE USED: 486dx33 w/12 MB of RAM (don't laugh, it works) IMAGE DESCRIPTION: Two robots (or Mechs, if you know what I'm talking about) proceeding toward an off-screen defender at night. I tried to keep the image and the objects within fairly simple. I also used a triadic color scheme (roughly the primary colors, if you hadn't noticed). I would have to say that I'm fairly pleased with the end result, but I would like to add more detail to it in the future. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The image was not preconceived. It just happened while I was fooling around in PovSB. It began with the arms (the missiles, etc.) and then I added the torso (or the head). Most of the body parts are CSG objects that evolved as I added or subtracted from a simple object. The only parts that aren't CSG objects are the football shaped ones (the missiles, cockpit, and part of the arm/missile launcher). The different objects were created and finalized in PovSB and exported as PovSB objects. A list of objects will follow and are included in the attached source zip file: Arm/Missile Launcher Head/Torso Upper leg Lower leg Foot These objects were then imported into seperate scenes where I created the two robots (one apparently standing still, the other taking a step) and then saved them and exported them to POVRAY source. I used MS-DOS Edit to cut and paste the robots and translated them in the final source file where I added black fog, some explosions, laser fire, and a sort of sandy ground. The lights are placed to make it seem as though the explosions are creating the light (they are emitting halos, but the light just doesn't travel that well). There was a lot of preview rendering in 160x100 to get the scene just right. Unfortunately, since I started so late on it, there wasn't time for me to add other things like dirt flying through the air and craters from the explosions. I was also thinking about adding more detail to the robots like a grill on the block above the gun turret and some grooves on other parts of the torso and arms. abesc1 ------ EMAIL: abehind@islandnet.com NAME: Abram Hindle TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 TOOLS USED: Moray, Blob Sculptor, Paint Shop Pro (heightfields etc.) RENDER TIME: around 1 hour HARDWARE USED: 686 120+ IMAGE DESCRIPTION: This image dipicts a human sacrificing a poor defenseless alien to appease his blood thirsty government. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I like to make alien models and live models of things in MORAY, so I took some of those model and put them together in a scene. I originally planned a big big big fight scene but moray messed up the povray source code so it became impossible to render :(. After much annoyance I made this scene of an alien and a human. I like to use blobs for large parts of the body because it gives it detail while still resembling a blob-like organic look. I used a hieghtfield background which seems to give a neat brimstoney effect. I had much trouble getting a torus to use a halo properley. I had fun on this picture. The blood is a heightfield too. I'd prefer if you ASKED before you use my human/alien models because I worked hard on them :) abesci2 ------- EMAIL: abehind@islandnet.com NAME: Abram Hindle TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 TOOLS USED: Moray, Blob Sculptor, Paint Shop Pro (heightfields etc.), lparser RENDER TIME: around 7 hours HARDWARE USED: 686 120+ IMAGE DESCRIPTION: The Image consists of a Human Agent attacking a group of stranded enemy aliens. One Alien is working on another alien lying on the table. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I like to make alien models and live models of things in MORAY, so I took some of those model and put them together in a scene. I originally planned a big big big fight scene but moray messed up the povray source code so it became impossible to render :(. After much annoyance I made this scene of aliens and the human. I like to use blobs for large parts of the body because it gives it detail while still resembling a blob-like organic look. After moving and placing them carefully in the scene I tried to use Lparser but found that Moray didnt like large raw triangle files so I had to reduce the recursion rate to compensate. It allowed me to put a couple of trees in the background. The heightfields I make with PSP using the spray paint and it's different textures. I'm not including the Raw Triangle files because they are to big, you can always rem out that one line of code anyways :). I'd prefer if you ASKED before you use my human/alien models because I worked hard on them :) alhand ------ EMAIL: mallekai@postgres.berkeley.edu NAME: Mark Lin TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 TOOLS USED: Povray 3.0, dxf2pov RENDER TIME: 1 min 26 sec. HARDWARE USED: Sun UltraCreator3D IMAGE DESCRIPTION: I call my image "Earth...take a last look". Last night I was watching the Simpsons Halloween special, and they were showing the episode where Lisa was creating a science experiment by growing a small colony of tiny blue alien species (by accient) inside a small petri dish. This small colony of alien species evolved very rapidly, until eventually they grew aware that their creator (and therefore their God) was Lisa. Anyways, after watching this Simpsons episode, it made me think how maybe, the human race is also just a sample of a small colony in an experimental petri dish we call Earth. And the Earth is only one tiny sample of a particle of dust in what we call the Universe. And whoever (or whatever) is "experimenting" on us, we can never predict, because there is an infinite number of possiblities that not even science itself can predict (maybe the whole experiment was started by accident, like in the Simpsons episode). DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I used dxf2pov to convert two dxf models I got from the internet. One was a model of a hand, and another was a model of a skull. For the textures used on the earth, I used some examples taken from the Povray tutorial. And finally, for the star field, I took the imagemap used for "Two dolphins by night" in the Povray CDROM. allalone -------- EMAIL: starbase1@cix.compulink.co.uk NAME: Nick Stevens TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3 for Windows TOOLS USED: Nothing Special! RENDER TIME: 19 hours HARDWARE USED: Pentium PC, Win 95 IMAGE DESCRIPTION: A tiny Bablylon 4 space station beside wierdly glowing flourescent neutron star! See source for more details DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The source code is included, and has extensive comments in it. I'll be happy to discuss further by email if anyone is interested! alprs2 ------ EMAIL: naderfrn@ix.netcom.com NAME: Mark Farahani TOPIC: ScienceFiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POVRAY 3.0win TOOLS USED: Moray 2.02 RENDER TIME: 16hours (estimate) HARDWARE USED: Pentium 90mhz 48MB RAM IMAGE DESCRIPTION: This is a prison inside an space ship. The thing in the middle is an alien, you are looking at it from one of the cells. The light is from other planets, there is a sky light in the middle of the prison. The prison is where alians take people. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I just started on making an alien, when it was done I thought it would be cool if you looked at it while being somewhere, perhaps hiding. The best thing I could come up with was a prison, so I made it. amazon ------ EMAIL: gpig@prometheus.hol.gr NAME: George Papaioannou TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 3.0beta for DOS TOOLS USED: Photoshop 3.0, 3DStudio 3.0 and 3DS2POV utility RENDER TIME: 3 hours 8 minutes HARDWARE USED: Pentium-150 / 16MB ram IMAGE DESCRIPTION: The image is a view of an underwater alien base and the creatures, the "sea amazons" it belongs to. There are many details in the scene such as the bubbling water above the two large funnels and the school of fish. I am a firm believer that even details that do not play a significant role in the scene, help enhance the credibility of the final image. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Environment: To begin with, the bedrock is a height field derived from a map created with Photoshop. The sand is a blend of ripples and bumps using the "bozo" statement for the creation of the sea-weeds. Both layered and simple fog were added to simulate turbulent dust near the sea bed and depth cueing. I didn't use radiosity because in such a dark scene it wouldn't be very helpful. I had in mind using the "atmosphere" statement but it is such a computationally expensive method that would take an incredible amount of time for this scene to be rendered. I am really frustrated about the brightness of the rendered image because I used three different programs for viewing the file and each one had a different gamma response curve. So, it might look a little dark or with low contrast, depending on the image viewing utility. Buildings: For this purpose I used objects entirely created with povray and relied heavily on complex and nested CSG. I have used some parts in povray 2.0 scenes as well, so I only had to expand the main include file I used. The majority of the lights seen in the picture are not real light sources. Instead, I used halos to achieve a more hazy effect where needed and simple colour maps with "finish { diffuse 0 ambient 1 }" statements under partially transparent textures. Apart from the height field map, the only other image map that I used ( and created ) is that used for the complex lighting effect in the tunnels ( red lights ) and the surface bellow the main structures ( white lights ). The "brick" pigment and normal type came in handy when I tried to describe the various iron-plated constructions. The amazons: These naked girls were created with 3DStudio and then converted to a povray include file using 3ds2pov utility ( as were the fish meshes too ). Textures were then added directly to the include file. It took me a lot of time to prepare the final mesh, as human anatomy is not my favorite subject. Anyway, I hope It's pretty convincing. Effects: The scattering on floating particles in front of the submarine spot lights consists of an emitting halo with spherical mapping placed on the edge of a cone. Thus, it looks as if light attenuates because of scattering. There are caustics in the scene, caused by a light source high above the visible area and a thin infinite layer of water bellow the light. It seems though that the light pattern the effect casts on the objects is very subtle, especially when compared to the vivid textures of the objects themselves. The bubble columns are simple emitting halos with cylindrical mapping but with the "samples" value turned down to 3. Files: I decided not to make a zip file with the include and main files because It took me a lot of precious time to make them and some include files are always under constant refinement and expansion ( Some building parts have even screws on them ! ). After all, the include file for the sea amazon mesh is about 1.4M large ! All objects in this scene were created by me, so, no acknowledgments are needed. ambush ------ EMAIL: robsampson@sprynet.com NAME: Robert Sampson TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Imagine 4.0 for DOS TOOLS USED: AcadR13 solids modeler, Vista Pro 3.1, Photopaint RENDER TIME: Total approximately 5 hours HARDWARE USED: Zeos P90, 40 meg ram, 2.6 gig drive space IMAGE DESCRIPTION: "Ambush" is an image I created in two days using models I had made from previous renders. It depicts the ambush of a walker by two antigrav tanks on a far off moon. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The ringed gas giant was created in Imagine using the gas giant texture, the two suns were created by applying twinkle texture to flat discs. This image was then back dropped into Vista Pro where after working on the cmap colors I took a render of Olympus Mons. This image was then given a slight blur for effect and the Mons Dem file was exported as a dxf to Imagine where I worked on the textures to get it close to the background. I then took the antigrav tank and walker I had previously created and textured in Imagine in about 40 hours of time and placed them on the dxf ground and lit the scene with a shadow casting light. Lights built into the tanks give the dished section the greenish glow. ampbot ------ EMAIL: Tha.AMPro@pegasuz.com NAME: Alex Mead TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 2.2 (Hey, that's what was available to me) TOOLS USED: PowerPOV for pov script generation RENDER TIME: 25 minutes 7 seconds HARDWARE USED: 486/66 IMAGE DESCRIPTION: an AMProBot DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Hmmm, where to begin. Since PovRAY 2.2 has been all I've had at my disposal for eons, I've been writing a POV script generator for PowerBASIC called PowerPOV. It makes it a lot easier to render thousands of objects using PovRAY 2.2 (I know, I know, just in the nick of time eh?) But anyway that's all it took, one rougly 600 line PowerBASIC program and my PowerPOV library. PowerPOV assembled the roughly 2500 lines of POV script and about 30 minutes later, there it was. EXTRA STUFF THAT YOU PROBABLY DON'T WANT TO KNOW I swore to myself that I wouldn't ever become a Web Browser. I've seen many a netscape addict on campus at 3am unable to go home, but considering that I needed to check out my web page, I was left with little choice. When I got to the part where I had to decide what links to add to my page, I figured I'd just check out a few to see if I want to include them or not. Anyway, as a 2 to 3 year veteran of PovRAY I figured I'd check out the page and add the link. Well, see then there was this Internet Ray Tracing competition thing, and the topic was--get this-- science fiction. Obviosly a sign that whoever runs this competition wanted me to enter something. I mean I only Ray trace science fiction stuff every day of my life. Hi, my name's Alex Mead. I make this magazine called the AMProGram which features comic book art that I write and illustrate, and is about characters from the video games I make, and well, you guessed it, the backgrounds in my magazine are raytraced. Yes this is all very time consuming so I didn't have a lot of time to write pov script files and that's why I wrote PowerPOV. In case you're wondering, the mixture of my comic art and my pov backgrounds is pretty good and can be seen at http://www.pegasuz.com/ampro. Unfortunately the exact pov script I used to render this image was mistakenly deleted, but I've included most of the component files and that's basically all you really need to tinker around in my image. I would really love visitors to my web page, and especially EMail from other ray-tracing fans, especially suggestions and comments. I will be downloading Povray 3.0 as soon as I find a time when I don't get that "The PovRay FTP server is busy, do not disturb it little man." message and I would appreciate any tips and help on how it can make my life easier. I've read some of the docs that I could find on it, a whole bunch of it makes a lot of PowerPOV obsolete. Like rotating things through three dimentions (had to track down and talk to big time mathemetitions to get that stuff, and now it's all done for me, erg (ah, but I digest)). PS: I talk a lot when it's late in the morning and I havn't been to bed yet. I bet you needed me to tell you that. This message has been brought to you by the letters "P", "V", the number "2", and the subliminal message "Please check out my web page http://www. pegasuz.com/ampro". ancient ------- EMAIL: tholal@bga.com NAME: Phil Hall TOPIC: Science Fiction COPYRIGHT: I submit to the standard raytracing competition copyright. RENDERER USED: POVray 3.0 TOOLS USED: Dos edit, notepad, Adobe Photoshop RENDER TIME: 4 hours 15 minutes HARDWARE USED: 486 dx2/66 with 32 megs ram IMAGE DESCRIPTION: 'Arrival of the Ancients' This picture was inspired by the incredible ship designs on Babylon 5. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Everything was hand modeled using a text editor and final conversion was done with Adobe Photshop. antrav1 ------- EMAIL: rodlink@sprynet.com NAME: Rod Phillips TOPIC: science-fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Caligari trueSpace2 TOOLS USED: Corel Photo-Paint 5 RENDER TIME: app. 30 minutes HARDWARE USED: P166 w/ 32 megs RAM, 2 meg video card, Win95 IMAGE DESCRIPTION: The star-freighter Anthar Traverse rockets away from the planet Caladaan seeking freedom and fortune in a galaxy far, far away... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The spaceship was modeled in trueSpace2, and textured with image maps I created in Corel Photo-Paint 5. I made 2 copies of the maps after I decided on the look I liked; the first copy was used as the "bump" map, the second was detailed further in CPP5 (rust and dirt smears, flaky paint, etc.) and used as the texture map (this was how I got the "paneled" look on the hull). The "engine glow" effect was accomplished by placing a flat round, transparent plane (mapped with a gradient image placed at the plane's center) behind each of the drive pylons. A small light was placed near each one to further accentuate the effect (all this because trueSpace2 does not do "glow" or "flare" effects). The large blue planet is a sphere mapped with a "procedural marble" texture with vein colors set to blue and a yellowish color. A second, slightly larger partially transparent sphere forms the "cloud cover" on the blue planet. It was also textured with procedural marble, this time with the vein colors set to a transparent white and total transparency. The reddish-orange planet is another sphere simply mapped with (again) a procedural marble texture (vein colors red and bright orange). The small moon is another sphere bump mapped with an inverted orange peel texture. The lovely nebula in the background is a flat, transparent plane mapped with (surprise!) the ever-versatile procedural marble texture, this time with the vein colors set to total transparency and a soft magenta color. The starfield is simply an image I created in CPP5. To cut down on rendering time, I rendered the planets, nebula and starfield first (render time: about 10 minutes). I then used this as a background image when I rendered the spaceship. apples ------ EMAIL: preddym@ucs.orst.edu NAME: Mark Preddy TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 2.2, povray 3.0e for Windows TOOLS USED: Microsoft Excel, Paint Shop Pro 4.1 RENDER TIME: About 6 hours HARDWARE USED: p5/133 IMAGE DESCRIPTION: This image, "A Cup of Sunlight," is inspired by Ray Bradbury's short story collection "The Golden Apples of the Sun." DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Being a newbie with povray, I had originally written the source as targeted for povray 2.2. The final rendering with cylindrical halo was done in pov 3.0. I used Excel to plot the coordinates of the spheres in circular involute patterns. This could be more easily accomplished using povray 3.0's own language directives. In any case, I like the way it turned out. aps1 ---- EMAIL: ken@uniserv.uniplan.it NAME: ANGELO PESCE TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: LightWave 5 TOOLS USED: None RENDER TIME: 30min HARDWARE USED: Pentium 166, 32mb edo ram Un saluto a tutti gli Italiani che vedranno questa immaggine!!! Buttate via il 3dStudio !!!! aps2 ---- EMAIL: ken@uniserv.uniplan.it NAME: ANGELO PESCE TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: LightWave 5 TOOLS USED: None RENDER TIME: 45min HARDWARE USED: Pentium 166, 32mb edo ram Un saluto a tutti gli Italiani che vedranno questa immaggine!!! Buttate via il 3dStudio !!!! arival ------ EMAIL: pegzel@hooked.net NAME: Sam D Zilboorg TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: LightWave 3D 5.0 TOOLS USED: Adobe Photoshop and Kai's Power Tools for image maps RENDER TIME: 1h 22m 34s HARDWARE USED: Intel Pentium 166 16m IMAGE DESCRIPTION: This image represents a small squad of ships haveing just arived through a Babylon 5(tm) style jumpgate and beginning an attack run. Meeting heavy resistance. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The model of the gate and vortex were downloaded from ftp.newtek.com and then coppied as somewhat of a tutorial/personal trainer. The ships were modeled useing Lightwave's B-Spline MetaNurb(tm) feature. Once the ships were built I began to piece the scene together, the ship model was loaded once, cloaned, and moved to there final positions. The destroyed ship is the same model just torn apart and rotated into an interesting position. The explosion its self its a collection of 2000 single-point polygons with a heavy glow and luminosity. Lighting this scene was very tricky, I used a total of 18 lights to get the desired effect. 1 distant light with a pure white color used to simulate the ambience of a sun without casting any shadows. A much duller, blue spotlight was used to cast the major shadows of the scene and give a nice edge to all objects. Next the smaller lights were added and parented to null objects in straight paths to get the look of heavy weapons fire. All of the weapons lights were given a soft flare to render them visible. 2 more flares were added for the opening of the jumpgate, and one to add heat to the explosion. I added a very light fractal bump map to all surfaces to give a somewhat weathered look, combined with pannel diffuse maps, I got a very "spacey" looking set of surfaces. The final picture was rendered with pure ray traced shadows, reflections, and refractions. NO SHADOW MAPS USED! arrival ------- EMAIL: zelonka@globalserve.on.ca NAME: Ben Zelonka TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 3.0 MS-DOS TOOLS USED: TexMagic v.94 RENDER TIME: 2 hours 55 minutes 21 seconds HARDWARE USED: Pentium 133Mhz 16Mb RAM IMAGE DESCRIPTION: "Arrival" You wake up from a short nap, and notice that the telltale thrumming of the Tardis' power source has stopped- 'We must have landed' you think to yourself. It's not like the Doctor to consider your feelings in matters like this, he usually barges in and thinks nothing of shaking you from a sound slumber. You make you way towards the control room, after getting lost a couple of times you finally reach your destination- The doors are open! You know that something is wrong, the Doctor would never leave the doors ajar. After taking a moment to admire the striking and somewhat surreal landscape, you prepare yourself to set off into this strange new world- and into a new adventure waiting to be explored... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: A lot of work, and a copy of "The Doctor Who Technical Manual" were all that was needed to create the console. Despite some obvious errors in the blueprints, since the television series' set went through several major (and countless minor) changes, I decided to stick to the plans in the book. While the coat rack and sonic screwdriver are simple CSG's, for the room itself it took a little work to align the angled walls. I started with the back wall at origin, and built from there, rotating the each section into place in relation to the previous piece (in other words I didn't plan ahead;-)). arrow01 ------- EMAIL: paulway@dpi.qld.gov.au NAME: Paul Wayper TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POVray 2.2 TOOLS USED: QEdit, I suppose. RENDER TIME: About an hour - more timing information in next version. HARDWARE USED: 486DX50 IMAGE DESCRIPTION: The Arrow is a combat craft used in rough terrain, unknown or hazardous situations, and for a combination of speed and flexibility. The three arms can be swung up (bolt mode) for maximum speed, whilst in it's shown configuration (pin mode) it is a highly stable and manoeuvrable weapons platform. The craft is kept aloft by three MRV-1400 ('Pocket Hurricane') turbines which can be moved by servo-actuators through an angle of 140 degrees in both axes. The only observable weapons system is two triple-pack rocket launchers - other systems are kept hidden by concealed hatches. A haze field can also be generated to obscure the craft from most electro- magnetic detection. This is my entry at this point in time, since I only breezed past your site this afternoon. As this is an ongoing project, I hope to give you further updates of the image closer to the deadline. However, just to be in the competition, I'd like to enter this one now. If you could assume that any further posts from me will supercede this post, that'd be very handy. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The image is basically hand-modelled, with this being more or less the third incarnation of the concept. The plane, of course, is a zoom-in of the Mandelbrot set - great feature, that. assassin -------- EMAIL: mark@revcan.ca NAME: Mark Mintz TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0 for DOS TOOLS USED: POVPad 1.3 RENDER TIME: 3h HARDWARE USED: IBM Pentium75 IMAGE DESCRIPTION: "The Assassin's Tools" The image shows some sort of energy weapon sitting in a "travel case" along with a set of strange boxes (energy clips maybe?) and a shiny disk of instructions (will it self distruct? :-) ) DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I created it starting with the image of the gun. I knew what I wanted it to look like and the sort of background I wanted. I used superellipseoids for the shell of the case the gun is in and for the green stuff that it is packed in as well (thanks for POV 3.0, BTW). I personally really like the textured grip above the handle, that sort of tooled, rough look, which I did by stringing together a bunch of long thin boxes all turned on their edges and made into a cross-hatch. I can't wait to get POV3.0 running on my SGIs... ;-) atatjgv ------- EMAIL: jvarner@netmcr.com NAME: Jim Varner TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: 3DStudio MAX, VistaPro 3 TOOLS USED: None RENDER TIME: ~45 minutes HARDWARE USED: Pentium 90 mhz w/ 32mb IMAGE DESCRIPTION: A lone AT-AT on patrol (from the movie Empire Strikes Back). DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This picture was actually rendered in 3 parts. First, the moon was rendered using 3dstudio. Second, the atmosphere and clouds were rendered using vistapro3 (and the moon was pasted onto the resulting image with photoshop). Third, the At-At itself was rendered over the new background. It is important to note that the AT-AT mesh is a modified version of one created by Harry Chang at http://www.loop.com/~hhc/starwars.html atlantis -------- EMAIL: nk80300@ltu.edu NAME: Nathan Kopp TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray v3.0 for Windows TOOLS USED: Moray 2.0, Paint Shop Pro 3.0, GForge RENDER TIME: Time For Parse: 0 hours 0 minutes 9.0 seconds (9 seconds) Time For Trace: 12 hours 39 minutes 12.0 seconds (45552 seconds) Total Time: 12 hours 39 minutes 21.0 seconds (45561 seconds) HARDWARE USED: Pentium 75, 24Mb RAM IMAGE DESCRIPTION: "Atlantis" The year is 2109. Atlantis is been discovered. So is its secret and the reason for its disappearence. Thousands of years ago, the people of Atlantis dicovered a power source of incredible magnitude. Who wouldn't fight for this incredibly powerful resource? Yes, I know it's a dark image (all of mine seem to be). But I needed the contrast. It's best viewed with the shades closed or at night. Also, if you're not viewing "Atlantis" with TrueColor (24 bit), please use PSP or another graphics program to dither it down to the correct # of colors. This will remove the ugly banding. -Nathan Kopp DESCRIPTION OF HOW THIS IMAGE WAS CREATED: First, I created the two dolphin-like subs. This design consists primarily of a lathe object nested deep inside a bunch of CSG's. The lathe points were created in Moray, and then hand-transfered to POV3 code. This way I could place the object in the scene and then just substitute the proper include file. Next, I created the sea floor and placed the subs. The next step was to create the second sub design (or at least the visible part) and place it in foreground. To add more action to the scene, I created a laser shot from one of the subs to the sea floor. If you look closely, you can see that the laser shot is creating turbulence in the water surrounding it. From this point on the scene became a study in atmosphere, halos, and lights. I was originally using fog to give the murky effect of the water (with caustics, of course). This didn't give the proper atmosphere (no pun intended), so a type 1 atmosphere was added. (I tried type 2 & 3, but neither looked any good.) After switching back to fog for quicker render times, I added halos for the smoke cloud, the dust cloud (where the laser hits the ground), the gatling gun flame, and the spotlight in the distance. I couldn't get a bright spotlight to light the atmosphere correctly. Probably had something to do with the low sampling rate. The sea floor heightfield was created with GForge, as a very modified version of the "lonely mountain" example. The bump-map was created with Paint Shop Pro 3.0 (which was also used to add my name). The majority of the modelling and scene discription was done in Moray 2.0. However, many of the cool features (like halos, atmosphere, and caustics) were added later with a text editor. attack1 ------- EMAIL: roy@rcs.urz.tu-dresden.de NAME: Roy Schulz TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winpov 3.00e and povray 3.00b for Linux TOOLS USED: Paint Shop Pro 4.1 RENDER TIME: 8 hours 35 minutes HARDWARE USED: Pentium 133, 32 MB IMAGE DESCRIPTION: The image shows a base on a planet somewhere in space, let's say on Mars or so. The base is attacked by some fighters and defending laser turrets try to protect it. I tend to call the picture "Mars Base Attack". In the middle are two landing pads with a shuttle in the left one. The shuttle was inspired by the ones in Star Wars while everything else in the scene is my own creation. I'm especially proud of the realistic looking fire and smoke from the crashing fighter in the front. I made extensive use of the new halo feature in povray. This is the main reason for the render time besides the anti aliasing and some area lights. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: With the movie "Independence Day" still in my mind I immediately thought of an attack scene when I saw the topic "Science Fiction". I started with a height field for some hills and developed the scene more and more whenever I had a good idea. Finally this image turned out. All explosions, the lasers and the smoke are halos. For the smoke I used several spherical halos in a cylindrical container object. A problem was that intersecting halos in different container objects are not rendered correctly and inside one container object you can't use different color maps. So in earlier versions of the image the ellipsoid containing the fire was visible in the smoke. To decrease this problem as far as possible I made the fire almost fitting its container object and put the smoke a little bit above to conceal the edges of the ellipsoid. The whole source code was written in winpov's integrated editor. Also the very many test renderings were done in winpov because of it's comfort. For the image maps and the JPEG conversion I used Paint Shop Pro. The final image was rendered in povray for Linux since it is slightly faster and the computer is still usable because of the very good multitasking in Linux. During the rendering I wrote this text file and used xv to look at the image from time to time. So maybe the render time could be a little bit shorter if you leave the comupter alone. For the final image I used the following options: +a0.2 +am2 +r2 -j I'd be grateful for suggestions, questions, criticism and (of course) praise. I hope you enjoy the image. If yes, please vote for it :-) Roy Schulz (roy@rcs.urz.tu-dresden.de) b5jump ------ Email: David@cebec.arosnet.se Name: David Eliasson Topic: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Pov-ray v3.00e Win32 TOOLS USED: Paint shop pro for converting TGA to JPG RENDER TIME: - HARDWARE USED: Pentium 100 IMAGE DESCRIPTION: Starfuri about to enter jumpgate as 5 colleges is returning... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: b5vstie ------- EMAIL: ericp@axess.com NAME: Eric " Digital Merlin " Poirier TOPIC: Sci-Fi COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Lightwave 5.0 TOOLS USED: 3D Studio MAX, Lightwave 5.0, Universe v1.0 and my brain ! RENDER TIME: 48 minutes HARDWARE USED: Pentium 166 40 megs OBJECTS CREATED BY: Eric " Digital Merlin " Poirier Dean A. Scott Harry H. Chang IMAGE DESCRIPTION: -" Lord Vader, the tie fighters equip with the new clocking devices are ready to be deployed, sir ". -" Excelent captain Hollum, proceed to the test area and launch Black 4, 7 and 8 ". -" At once my Lord. " a few minutes later ... -" Black 4 to Executor we are ready to engage the clocking device." -" Executor to Black 4 start in 5.. 4.. 3.." -" 2.. 1.. Black 4 to Executor clocking devices engaged." -" Group Black were are monitoring your data. Declocking will start in..." -" Sir! we have a problem... Look at input form the flux generators there reaching 400mhxz " -" That can't be, they only have a limit of..." -" Black 4 to Execut... something wrong i fe.. bright ligh... can not stop th.. what the... AAARRRGGGG !!!" -" Sir! we have lost data and radio contact with group Black." -" Captain Hollum you have fail again..." -" Yes my Lord but the flux..." -" Sorry Hollum their will be no excuses this time!." This scenes were taken from a short story i wrote here the B5 universe comes in touch with Star Wars. If you would like the complete story i will soon post it at my web page: www.axess.com/users/ericp/ I thought it would be great to take my script and do a short movie with it but since it takes about 20 to 35 minutes of render time for each frame, and i have estimated that my short would be about 5 minutes long at 20 frames per seconds that is 1200 frames for a minute, 6000 frames for 5. 6000 frames at 25 minutes for rendering each frames = 150 000 minutes = 2500 hours = 105 days I have come to the obvious conlusions that you need some 200 000$ power house machines to render ... can any one say SGI ? So i did renders of only a couple of frames and tough they would be great for this showcase. battle1 ------- EMAIL: winner@cua.edu NAME: Jim Winner TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0 for Windows (Win95) TOOLS USED: Terrain Maker 1.1, POV-Ray CD-ROM object collection RENDER TIME: 51 minutes (while multitasking) HARDWARE USED: P5-75, 32M RAM IMAGE DESCRIPTION: A battle rages above the barren moonscape. Though the defenders are putting up a valient effort, a beam has gotten through and the base is feeling the heat. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I was playing around with various things independantly; looking at the object libraries, playing with Terrain Maker, and trying to figure out halos. This image was just a way to throw them all together. The space ships (Federation and Klingon) are from the object collections on the POV-Ray CD, and I'm in the process of cleaning up the include files to make them pure objects and getting rid of the warnings they generate. A couple of the ships were specifically placed for effect, then more were added with random attitudes to fill out the sky. The moon surface was done in Terrain Maker, using the "moon" coloring, and then searching the surface for a suitable site for the base. The various explosions are all halos, trying to get slightly different effects depending on the nature of the explosions. I had tried to do the lasers as halos also, but in the end I couldn't get the effect I wanted so I just made them cylinders. Some Intel systems I have viewed this image on need to be brightened or have gamma increased. Some don't. bgsf2 ----- EMAIL: bgraf@mail.pin-net.de NAME: Bjoern Graf TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray for Windows 3.00e TOOLS USED: MNM 2.10 RENDER TIME: 25m 37s HARDWARE USED: Pentium-133 IMAGE DESCRIPTION: My first idea was a lightgate, through which an alien troop invades an alien city. Because I had problems with the lightgate, I decided to create these fighting starships. The single Lasercannon on the upper left and the helmet are the last remains of a Fighter. The helmet reflects a subhole, through which another big Destroyer enters the Scene. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The big Destroyer was build with MNM and I reordered the single parts, to get more control about ist rotations and scalings. The Fighter is a simple CSG structure with some spheres, which are scaled and clipped. The clouds texture and the finishes came along with POV-Ray 3.0. I spend most of the time in creating the texture for the subhole. It is build out of a gradient z pattern, fading from White to Blue (in the middle on a scaled sphere), another gradient z (White -> Clear, on a Cone), which should simulate the light rays, a pigment map with the spiral1 pattern (on a disc) and a bozo pattern for the surrounding clouds (on a torus). bridge ------ EMAIL: m93rfr@student.tdb.uu.se NAME: Robert Fredriksson TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV 3.0 TOOLS USED: chain.bas RENDER TIME: 98.5 h HARDWARE USED: PC 486 33mhz with 16Mb of memory IMAGE DESCRIPTION: This is realy a quite simple picture, but it looks good any way. It makes use of many of the cool things in POV 3.0 like: * Area lights to make soft shadows. (And to increase rendering time!) * Ground fog * Brick texture * Global ambient light * Anti_aliasing This, especially the anti_aliasing and area lights, makes the rendering time increase, but the picture realy shows what output quality POV 3.0 is capable of. DESCRIPTION OF HOW THE IMAGE WAS CREATED:The entire picture was modelled by hand with CSG with exception for the chains which was created with a Quick BASIC program called chain.bas which i found somewhere (povray.org i think) on the net. builder ------- EMAIL: ibras@post4.tele.dk NAME: Ib Rasmussen TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 TOOLS USED: Programmers File Editor, GForge, 2D CAD program, paint program. HARDWARE USED: 150 MHz Pentium OD, 64 MB RAM and 90 MHz Pentium, 32 MB RAM. RENDER TIME: Approx. 35 hours on the P150 + 30 hours on the P90. IMAGE DESCRIPTION: A robot building greenhouses on a desert planet. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The mountains are a heightfield from GForge, and the tire tracks are a heightfield done by hand in Paint Shop Pro. The rest is done with CSG. The scenes contains 6345 objects. c64 --- EMAIL: ken@uniserv.uniplan.it NAME: ANGELO PESCE TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: LightWave 4 TOOLS USED: None RENDER TIME: 15min HARDWARE USED: Pentium 166, 32mb edo ram Un saluto a tutti gli Italiani che vedranno questa immaggine!!! Buttate via il 3dStudio !!!! caravan ------- EMAIL: tarbault@worldnet.fr NAME: Thierry Arbault TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povmosdos3 beta TOOLS USED: Moray 2.0, paint shop pro RENDER TIME: Very long but I dont remenber precisely HARDWARE USED: DX4/100 16Mo IMAGE DESCRIPTION: It seems to me that science fiction isn't only an affair of space and spacecrafts (no more than holidays are to be restricted to cars and motorways !) What really counts in the end is the place you get to... So I decided to create a picture of an alien world. I know I haven't completely succeeded in creating something really new and strange, but it still looks quite alien to me, so, here it is... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Er, that's a bit complex... I got the meshes of the girl and the dinos on two different CDs some months ago: - The triceratops shape came from the povray CD rom (triceraw.zip, courtesy of Viewpoint Animation Engineering). - The girl mesh came from an equivalent french compilation "atelier d'ATON" from DPTOOL club (the mesh came initially from the japanese cyberbabes collection) To build the gear on the animal's backs, I used CSG in Moray. Same thing for the castle, to bad it's a misty day because its very detailed ;) For the girl's clothing and shoes, I used moray's wonderful Bezier patches. For the sand stretches near the camera, its also done with more Bezier sheets. The mountains in the far side are a classic height field, using a "hand carved" TGA (I use a pen tablet to get exactly what I want). When the basic model was done, including all the features above, I exported from Moray to a POV text file in order to work on the atmosphere. And voila. cc-fotv ------- EMAIL: chriscox@ix.netcom.com NAME: Lawrence "Chris" Cox TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Bryce2 for Win95 TOOLS USED: Bryce2 for Win95 RENDER TIME: 2 hours 4 minutes HARDWARE USED: Pentium 120 IMAGE DESCRIPTION: "Feast of the Voyagers" While studying the mating ritual of the rear Dagger Back Frog, we keep hearing stories from the locals about strange "Voyagers" that would visit a nearby caldera every new moon. Next new moon we found ourselves waiting just inside the caldera when just after sunset the large "Voyager" arrived. Then one by one the smaller ones formed and detached from the large one and positioned themselves around the caldera. They remained that way for several hours and the small "Voyagers" merged with the larger and when only the lager one remained it returned back to the sky. Why did the Voyagers come to the caldera? Maybe they here to gather energy form the lava, or maybe to perform some sort of mystic ritual. Perhaps they were here just to get a few pictures to the folks back home. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This image was created with Bryce2 using standard textures that come with the program. Originally I attempted to add a spaceship that I had created in CorelDream, but because Bryce's merge function doesn't work and problems with building a 2-D picture list caused me to decide to do a simpler scene with stock textures. The zip file contains the Bryce .BRC file for the picture. Copyright _ 1996 Lawrence C. Cox. All rights reserved cdp-sf1 ------- EMAIL: carl@gerg.tamu.edu NAME: Carl Perkins TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POVray 3.00a.u TOOLS USED: XV for conversion from TGA to JPG RENDER TIME: 54 minutes 46 seconds HARDWARE USED: DEC 3000m600 (175 MHz 1st generation Alpha with 2MB L2 cache) IMAGE DESCRIPTION: "You sank my battleship!" Well, it is in the process of being blown up, anyway. The design of the pyramidal ship is based loosely on the Tholian ships from the Star Fleet Battles game, and the disk/dumbell ones are (also very loosely) based on the Gorn ships in the same game. It is, roughly, the second in a series of images, the 3nd is also submitted as cdp-sf1a; the 1st is not actually anywhere near completed. Technically speaking this is also not actually finished, but it is close enough. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: By hand. Just a text editor and the occasional bit of paper. And lots of test renders. cdp-sf1a -------- EMAIL: carl@gerg.tamu.edu NAME: Carl Perkins TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POVray 3.00a.u TOOLS USED: XV for conversion from TGA to JPG RENDER TIME: 54:22 HARDWARE USED: DEC 3000m600 IMAGE DESCRIPTION: A fleet of starships. The design of them is based loosely on the Tholian ships from the Star Fleet Battles game. It is, roughly, the third in a series of images, the 2nd is also submitted showing why this fleet is at this particular planet; the 1st is not actually anywhere near completed. Technically speaking this is also not actually finished, but it is close enough. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: By hand. Just a text editor and the occasional bit of paper. And lots of test renders. cdp-sf2 ------- EMAIL: carl@gerg.tamu.edu NAME: Carl Perkins TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POVray 3.00a.u TOOLS USED: XV for conversion from TGA to JPG RENDER TIME: about 40 hours HARDWARE USED: DEC 3000m600 IMAGE DESCRIPTION: A temple, it's two defenders, an invading torus, and a bit of fire at one of the spheres coming from off screen. Unfortunately, the ground fog, which is actually a dust halo turns out to increase the render time by a factor of about 6. This is an earlier version than I had intended to send in - the newer version is still rendering even as I type this - so it is missing some elements. Nuts. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: By hand. Just a text editor and the occasional bit of paper. And lots of test renders. cfrtfac1 -------- EMAIL: cfusner@enter.net NAME: Charles Fusner TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POVRay 3.0 TOOLS USED: MS-DOS Edit, mostly. Plus a little Paint Shop Pro for the image_maps and bump maps. And of course HF-LAB for the ground. (NO modeller this time around). RENDER TIME: Approx. 40 some odd hours. ** (see below, though) HARDWARE USED: 386/387 for construction and some rendering, 486DX-66 for the remainder of the rendering ** (see below) IMAGE DESCRIPTION: "Sitting lonely vigil upon the hills of southern Helionus, Martigan Dhantaki chanced to look down amidst the autumn leaves and saw a curious artifact which looked like nothing that his world had ever seen before..." This image depicts what he saw, showing the artifact's slightly battered looking alien strangeness juxtaposed with the familiar sight of autumn leaves (so familiar to this time of year here in my little corner of the Earth). DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The origin of this picture was in a quick illustration I made for my roleplayers' club's current storyline. The initial version of this object was extremely rough, having been hashed out in just four hours, and looking like nothing more "alien" than a common calculator. First I used HF-LAB to construct a simple bit of fractally jagged landscape on which the object was to rest, and did several test renders until the object looked like it was sitting on the resultant height_field without sinking into it :> Later I gave the landscape h_f a kind of "salt- and-pepper granite" texture. Next, I aligned the object with an orthographic camera and set the up & right vectors so that it completely filled the screen. This produce the basic source for an image map, to whose buttons I added the alien alphabet in PSP. Then, taking it back to the original image, I union'ed all the keys and applied that image map to the union as a whole, managing to put the writing on all keys at once. It was also more or less at this point that I decided to throw a touch of iridescence into the artifact's display panel. The hardest part was the leaves. I went through five failed attempts to make a halfway realistic leaf before finally falling back on bicubic patches as an old reliable standby. The final leaves consist of five bezier patches, initally fashioned flat so that once again an orthographic camera could produce a silhouette image as a source for the bump_map of the veins which were then added to the source in PSP once more, and then bump_mapped onto the leaf surface. Once the bump map was in place, I just hand tweaked the edges of the patches up to give it some natural curling. I'm still not 100% happy with them, but since they ate up a week and a half of test renders, I had to stop being a perfectionist or miss the IRTC deadline! I started to render this whole thing on a 386-16, but since my final piece involved antialiasing and an area light, I had to borrow the use of a 486DX66 to finish in time for the competition. cgswind ------- EMAIL:craig610@aol.com NAME:Craig G. Smith TOPIC:Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED:POV-Ray 3.0 Windows Version TOOLS USED:Texture Magic, Breeze Designer 2.0,TerrainMaker, AutoCad RENDER TIME:2 hrs HARDWARE USED:100 MHz Pentium IMAGE DESCRIPTION:Wind-Powered Magnetic Shuttle Launcher DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The 1.5 megawatt windmill was constructed using photographs of actual windmills as examples. The blade was constructed using a while loop to rotate, translate, and deform a trigonometric representation of a triangle to determine the vertices of triangle patches. While loops were also used to place the launch and landing ramps supports, the magnetic torii, and the window frames on the building. Modifications to the heightfield, i.e. the cliff, roads, and forest, were constructed by slightly offsetting intersections with the heightfield. The image map used for the cliff texture was prepared by cutting and pasting a photograph of a Yosemite rock face. The shuttle and glider were constructed using AutoCad. The water texture is a composite texture of waves, ripples ,and bumps. chase ----- EMAIL: 93johnst@scar.utoronto.ca NAME: Darcy Johnston TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 for Windows TOOLS USED: Moray 2.0 RENDER TIME: 22 minutes HARDWARE USED: Pentium 166 IMAGE DESCRIPTION: Two Tie-Interceptors chase an X-Wing fighter as another X-Wing gets blown away in the background. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Unfortunately, none of these models were made by myself. The X-Wing was created by James Miller (in pov code) and the other models were created (as 3ds files) by Harry Chang. I used 3dto3d to translate the 3ds files so I could use them in Moray. I only brought in one object at a time, due to the sheer size of the include files. I created the textures for the various pieces of each object and then everything as include files. Once the objects were translated and properly textured, I manually placed the objects into the scene. I'm sorry, but I don't think it's really possible for me to include the code for this image. The Death Star object alone requires an include file that is almost 5 Megs. (There is much more detail in that model than my image could ever hope to show.) city ---- EMAIL: Banfield@ix.netcom.com NAME: Jonathan Banfield TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Bryce 2.0 for Windows TOOLS USED: N/A RENDER TIME: 45 min HARDWARE USED: Pentium P-100, 16 MB RAM IMAGE DESCRIPTION: A Futueristic city on a distant planet, encased in a bubble, to maintain life. A transport ship is flying overhead. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I first created a crater field and applied it to the ground plane. Then, I custimised the sky with blood-red colors, to make an "Alien" look. Then I made a terrain field, and used the mosaic feature to create the city. Ithen encased the city in a sphere, and assigned a water texture to it. The space ship is just basic objects, with space textures applied to them. cjreq ----- EMAIL:joulain@ensea.fr NAME:Cedric JOULAIN TOPIC:Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED:Povray 3.0 TOOLS USED: none RENDER TIME: 7h30 HARDWARE USED:I used my old DX2 66 for modeling and a Sun Sparc20 for the final image. IMAGE DESCRIPTION:A space-ship diving in some kind of nebula. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The space ship is one of my first realisation with Pov 2.2. It is mainly build with ellipses and cylinders. I used quartics for the wings. This was the first time I used halos (the two reactors and the nebula). cjtube ------ EMAIL:joulain@ensea.fr NAME:Cedric JOULAIN TOPIC:Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED:Povray 3.0 TOOLS USED: a personal "paralellizing" program RENDER TIME: 14h HARDWARE USED:I used my old DX2 66 for modeling but for the final image I used a little C program to "paralellize" PoV3.0. So 10 Unix Stations work to compute the picture. The stations are: - 1 Sparc20, 1 Sparc10, 3 Sparc5, 2 Pentium 133, 1 HP 712/100, 2 HP 712/80. IMAGE DESCRIPTION:A futuritic "bio" inspired car in a road tunnel. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The fog is an "atmosphere type 1". The car is a single blob, except for the wheels. I created it by hand. The texture is based on crackle. There is area_lights and two spots lights for the headlights You can see this image and others at my home_page (style under construction) http://bunny.ensea.fr/Pages_Perso/Cedric_Joulain/pov/home_e.html For the french people look at: http://bunny.ensea.fr/Pages_Perso/Cedric_Joulain/pov/home.html clsatyr ------- EMAIL: binhex@primenet.com NAME: Chris Luckenbach TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: KPT Bryce 2.1 TOOLS USED: KPT Bryce 2.1, Rokakku-Daioh 5.1 RENDER TIME: 45 min. (approx.) HARDWARE USED: Macintosh 8500/120 IMAGE DESCRIPTION:This image is an enhancement to a prior 'bot that I had created with Bryce 1.0 which was eaten by my friend's hard drive. I was oringinally going to do better posing and some additional modeling, but the deadline came up way too fast.DESCRIPTION OF HOW THIS IMAGE WAS CREATED:I used Bryce 2.1's awesome boolean rendering to do most of the modeling, i.e.: boreing out the guns, making the indentations in the knees and weapon-arm, making the hooves and head angular.I wasn't happy with the effect that bryce was giving me on such a small part of the model so I used Rokakku-Diaoh (awesome mac freeware) to model the fingertips and export them to bryce as a .dxf file.The mountian in the background is just a standard bryce mountian that I blew up and threw way into the background.The ground/mountian and sky textures are all standard bryce textures that I tweaked the settings a bit. The red plate metal texture is a red reflective metal with a bump map from one of bryce's preset textures: citylights. The coroded blue (sholders, knees) is also a metal with a bump of another procedural texture. The eyes are spheres streched out and have a blue texture of "light" which makes them have a soft, glowing look to them but doesn't tax the raytracing engine by calculating another light source. The blue hand is a variation of the red plate with lower reflection and bump. The white guns and horns have just a little reflection to them. contact ------- EMAIL: alex@informatik.uni-bremen.de NAME: Alexei Semitchastnyi TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 3.0beta TOOLS USED: Adobe Photoshop (tm) for some textures RENDER TIME: 5h 32min HARDWARE USED: Pentium 133 IMAGE DESCRIPTION: Maybe so would looks a contact of hunmanoid-race with an intelligent cloud like. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: There are some ideas how to use a halos, all can be found in zip-file, but nothing I would specially explain. If there are some questions, feel free to contact me. I have also not added a textures, because this images take about 1.5 megabytes. If some one need it, I can e-mail it separately. crash ----- EMAIL: scottgi_ms@msn.com NAME: Scott A. Gish TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winpov 3.0 TOOLS USED: blob and Trees RENDER TIME: 10 min 51 sec HARDWARE USED: Pentium Pro 200 64 MB IMAGE DESCRIPTION: Title: Irony sucks! I started with a palm tree and was messing about with a desert island. I came up with the idea of a crash landed escape pod. You escape some disaster only to land on a desert island. To make matters worse you get hit by a falling coconut. I can't take credit for the split open coconut. My wife added that touch. Humor and ray tracing, a deadly combination. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I started with a palm tree from Phil Drinkwater's Tree utility. I must play with this tool more. Next came the ocean. The ocean is a turbulent radial color map. I created it several years ago for another ocean image crashing into a sea wall. I scaled it up to give the appearance of water depth around the island. There is a great deal of green in the color map but that part is off camera to the right. The sky is a modified version of the one of the demo skies released with POVRay. I forget which one, sorry. The island is several large spheres. The water is partly transparent so you can see the bottom through the water around the island. Given more time I would have added some waves or foam surrounding the island. Maybe some other time. The texture of the island is a fairly simple crackle. I just randomly picked some brown colors and scale it to suit me. The mound dug up by the escape pod is a series of overlapping toruses. I varied their angle of rotation to form the hump. I should have made the torus radii different for each layer to give it a more random look. I dug out the trench with a cone. This allowed the water to fill the trench as well. The pod is a hollowed out cylinder. It has a sphere buried under the sand and a cone at the other end. The interior has a light source and some simple components to give some depth. I used two layered textured on the pod. The bottom texture is a base yellow/gray brick pattern. The top texture is a gray, white and black color map with lots of transparency. This gives a fairly good burned and charred look. I was looking for something similar to the what the space shuttle looks like after landing. I scaled them along the pod's length to give them a burn direction. The hatch is just cut from the pod object and placed on the island. The railings and other things on the outside of the pod are fairly simple. Love that #while command. The only modification was the bending back of the rear railing and one of the hand rails. I used a Chome_Metal texture. The body was initially created using Blob Sculptor for Windows written by Ronald Praver. I created the basic shape of the body. I converted the component objects into spheres and added the pigments to the various body parts. I also added a belt, pouch and back pack. As with every image I have ever created I could spend coutless days refining it. Thanks to an October 31 deadline I can call it done. crash1 ------ EMAIL: NAME: Rick van der Meiden TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 3.0 TOOLS USED: Lview, to convert image to JPEG. RENDER TIME: 33 minutes on a Pentium 90Mhz at 640x480. HARDWARE USED: Pentium for final rendering, all designing on a 386. IMAGE DESCRIPTION: A small single-seater space ship has unfortunatly crashed. Luckely the planet has nice atmosphere with oxygen and all that, so the pilot could get out. So I didn't have to render him. Lucky for me huh ? One of the laser wing-pods ended up in some green icky water and is blowing of some steam. Cool. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Everything in my picture was made with povray. No modelers or texture designing programms or whatever were used. I like to do it all by hand, not because I don't like modelers, just because I think it's fun to type coordinates. Am I weird ? All the designing and redering of all the test-images were done a 386. It's not much, but I got it for free. Most renderings I do at 160x100 pixel. Sometimes I do them 640x480 overnight. (My computer can be turned of via a litte software programm.) The Image that this text came with would have taken aprox. 8 hours. Fortunately two of my house-mates have a Pentium and they let me render pictures on their computers too. The spaceship object was designed by me actualy a year ago. It seemed to fit in this SF topic. So I patched it up a little: Added some little details, fixed some textures. After that I started pondering on what kind of scene I might put it in. So I looked at my ship, shook my head, looked again, and decided that this could never fly. So I crashed it. I pictured the ship to be lying a bit tiltled on a hill-side; a height-field ofcourse. The map for the height field was made with povray too, using the HF_GRAY16 option. I used a gradient texture to get a simple slope at first. I did this so I could easily calculate where and how to position the ship. After that I added a wrinkles pattern to make it nice and bumpy. The scene didn't look very impressive yet. Next thing I did was make a little pool. Now I did place this pool specificaly so that the wing-pod would dip into it. It worked out nicely. The pool was green from the start. I like green pools. By the way : The pool is actualy quite big. What you can see on the picture is just about ten percent of the entire height-field and half of it is water. There's propably some isles sticking from it. (I didn't bother to look) Next added were some green -maybe- grass-like patches on the ground and I made some burns on the ship's hull. Finaly I did the steam halo. Takes a long time on a 386. The halo is spherical with turbulence 1. However I used frequency 3 on the color_map which gives nice swirls around denser points. Notice that the container is 1.5 times the halo's size because of turbulence 1. I suppose that a turbulence 1 means max 0.5 in each direction. crashlnd -------- EMAIL:davidn@orca.ucd.ie NAME:Brian Naughton TOPIC:Science Fiction COPYRIGHT:I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED:PoVRAY 3.0 TOOLS USED:edit, Paint Shop Pro, RENDER TIME: Around 20-30 hours HARDWARE USED:Cyrix 486dx66 IMAGE DESCRIPTION:A spaceman crash lands on a desolate planet/moon and has no way of escaping. So he starts to walk... And ends up back where he started. Shame! DESCRIPTION OF HOW THIS IMAGE WAS CREATED:The height-field was created with PoV (wrinkles and spotlights, similar to the demonstration in PoV). The footprints were drawn in PSP and then a wind effect was applied. The man is almost all made from blobs which gives a nice fleshy appearance but it made placing him difficult since I don't know how big he is. A few #whiles were used in this scene for rocks and stuff along with rands which I find extremely useful. I did however have a problem to begin with as I called all of my counters the same name so the last one wasn't parsed at all! Such tomfoolery! Such drama! crawler ------- EMAIL: dfarmer@ecis.com NAME: David Farmer TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: PovRay for Windows 3.0 TOOLS USED: Moray 2.0 RENDER TIME: 6 min HARDWARE USED: Cyrix 6x86 P150, Win95 cruiser ------- EMAIL: steve@g7mrp.demon.co.uk NAME: Steve Attwood TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 2.2 TOOLS USED: Display 1.87b, Paint Shop Pro 3.12, Cyber Sculpt 1.1, Corel Draw 3.0, Degas Elite, 3D2POV 1.8. RENDER TIME: 3 hours 47 minutes HARDWARE USED: Pentium 60MHz 8Mb RAM, Atari 520STFM 2.5Mb RAM IMAGE DESCRIPTION: Title: 'Cruiser Attack' - A squadron of interceptors attack a pair of battlecruisers in a desperate attempt to stop them attacking a supply convoy. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All the spacecraft were modelled using the Cyber Sculpt package on the Atari ST first. Only one interceptor was created, including one 'laser blast', but two cruiser models were required, as one has had an explosion added to it's upper side. The .3D2 files were then copied onto the PC, and converted into smooth triangle .INC files that could be used by POV-Ray by the 3D2POV conversion program. Textures were then created using a variety of paint packages, which are tileable and code (image maps) was added to the .POV file generated by the 3D2POV program to apply the textures to the surface of the spacecraft. A grey scale 'tile' was also applied (as a bump map) which is just a number of overlapping grey blocks to give the impression of irregular surfaces and bolt-on panels. The .INC file for the interceptors was copied three times, and alterations to those .INC files was made to rotate and translate them into the position in the scene required. Copies were also made of the laser blasts and moved into position in the same way. A sphere was added for the background, and using a .GIF file for stars, and a number of layered textures (agate pigment) were used which have transparency as part of the colour maps, so the background has the effect of plasma and gas clouds, as seen in 'Babylon 5'. The image was finally rendered, requiring a 6Mb swap file and nearly 4 hours to raytrace with anti-alaising set to 0.3. A copyright message was added using Paint Shop Pro, and the image was converted to JPEG format using Display 1.87b with the quality set to 99%. Steve-----> 19th October 1996 This is image can also be seen among others at my WWW Gallery:- http://www.g7mrp.demon.co.uk/dwsteve.html cul101 ------ EMAIL: Sonya_Roberts@geocities.com NAME: Sonya Roberts TOPIC: Science Fiction COPYRIGHT: I submit to the standard raytracing competition copyright. RENDERER USED: POVRay 3.00e.watcom.Win32 TOOLS USED: Adobe Photoshop 3.0 to create image map. POVRay 3.00 interface (with customized insert menu) for all coding My brain, with occasional assistance from pen and paper, to layout and plan objects. TextureMagic v0.95 (Trial Version) for creation of a number of textures. RENDER TIME: 6 hours, 47 minutes, and 1 second to render 1,718 objects HARDWARE USED: Pentium Pro 200 w/32 meg memory and Matrox Millenium 2mg Graphics Card IMAGE DESCRIPTION: A substitute teacher's nightmare - a class full of alien beings. Try teaching Cultures of Today (CUL 101) to that crowd... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: As usual, I've made fairly extensive use of the looping and random functions; for example, the chairs and desks are placed along a regular grid using loops, and random numbers are used to slightly offset each desk and chair so that they are not unnaturally rigid in their layout. The aliens I've created are (from L to R, front row, then ceiling): CACTUS - looks like your basic potted cactus, but is, in fact, an intelligent being (just don't leave it standing out in the rain or it'll get root rot). The spines along the edges of it's twelve lobes are created using a combination of loops and random numbers. BLOBETTE - created using blob objects (naturally enough!). I did two slightly different versions of this alien, Blobbettes Nos. 1 & 2, one of which has one hand raised and the other on it's knee, and the other of which is sitting with both hands on it's desk. PRICKLY BALLS - a wierd-looking communal creature, this silica-based lifeform is formed of several individual creatures (each of which is a single prickly ball of spines) that join together to share brain space, food energy, etc., in much the way you might network a number of computers together and multitask them. Yet another example of loops & random numbers. JELLYFISH - another blob-object creature. Kinda makes me think of a slime mold in it's mobile form, except it's shaped more like a five-armed starfish than a slug. Got this texture out of TextureMagic. BIGBUG - your basic oversized spider. The sort of thing that gives arachnephobes like me nightmares. Though this guy is slightly cute, except for the glittering black eyes and great big jaws. This is also my first foray into the world of atmosphere effects (for the sunbeams shining in the windows) and area lights. Or do fog and rainbow's count as atmosphere? I've done those before... It's the dust and lights that have slowed the rendering down so much; if I turn off the atmosphere and all but a single point source of light, the rendering only takes a few minutes to run. curiosit -------- EMAIL: casteeld@cococo.net NAME: Don Casteel TOPIC: Science Fiction COPYRIGHT: I submit to the standard raytracing competition copyright. RENDERER USED: Polyray v1.8 TOOLS USED: Gforge, Autocad r10 & r13, 3ds2pov. HARDWARE USED: 486-66 Win3.11, Pentium-100 Windows NT IMAGE DESCRIPTION: Title "Curiosity". This image represents the human mind exploring the universe with a child like innocence. Although this image doesn't have space ships ect. I feel it falls under the topic of science fiction. Alien landscape, intelligent life, and the mysteries of the universe are, to me what good science fiction is made of. The sunset sky is a procedural texture, I layered a gradient base texture under a noise based texture where the color of the clouds is also a gradient, inverse of the base texture. The mountains were file based height fields created by gforge. I created two files using the same random number seed, but different noise values. The lower noise value field was rendered as a smooth height field, where the higher noise value field was not smoothed for rendering. I adjusted vertical scaling, and position until I was happy with the effect of the peaks jutting up from the general landscape. I then tiled the height fields in a 3 x 3 matrix to create enough land area to work with. Both height fields were texture mapped with tileable textures I had previously created using gforge and polyray. (I created these textures for web page backgrounds, available at my web site: http://www.cococo.net/business/casteeld/index.htm) The ribbon for the large ball "entity" was drawn in autocad, exported out in 3ds format, then converted to raw format using 3ds2pov.exe. The ribbon texture is a spherical gradient changing from reflective gold to bumpy transparent magenta, as you move to the center of the sphere. The reflective gold ball in the center was added to reduce the "busyness" the ribbon has by itself. The smaller object being "looked at" by the large entity is a simple CSG. with satin blue, and bumpy orange textures. Much time was spent with the positions of the objects and camera (lots of trial and error) until I was happy with the results. I hope you enjoy looking at this image as much as I enjoyed creating it! cybgirl ------- EMAIL: boisvert@intranet.ca NAME: Jean-Claude Boisvert TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 for Windows(tm) TOOLS USED: Corel Draw! to create height Fields object and some textures for the object Corel paint: to create and modify some image map textures. RENDER TIME: 11 mins 37 sec HARDWARE USED: Pentium 133 Mhz with 16 Meg Ram IMAGE DESCRIPTION: The Name of the image is "CyberGirl reaches out into space." The idea came after I was playing with stretching faces on a sphere and the funny distortion you get... Thus Cybergirl was born. I wanted to give her a techkie look so I added the resistor collar and the rows of capacitors. But under her cold exterior, she is trying to reach out. That is depicted by the TV screen (virtual body) and the speaker and scope. I'll spare you the philosophical and freudian meanings. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The processes used were fairly simple, but there were a lot of them. Here is a description of the major object and their make-up: CyberGirl Head: A sphere with an imagemap wrapped around it, face came from some clothes catalog (K-mart or Sears or something). The image map was treated with Corel Paint. Resistors: Silver cylinder and imagemap cylinder. They are colour coded as per resistor code (Quiz: what are the values depicted?) Capacitors: CSG object with a cylinder core minus a torus to depict the "pinch". The image map was treated with Corel Draw! and exported as a GIF. Scope: Height field was created with Corel Draw! and exported as a GIF (Grayscale). The actual signal was from a recording of a sacred word that was screen captured from a Windows Sound utility. The image map was made to match the Height field. Speaker Grill: Similar process as the Scope above. TV Screen: CSG object with 3 cubes, the Cybergirl virtual body is an image map that super-imposed and the ambient value was boosted up to give it a glow. Background: A cube with an image map of an Hubble Telescope public picture, with an ambient value boosted. P.S. The Zip File Contains sample of the image maps I have used for buildup of the picture. dawnptrl -------- EMAIL: steve@g7mrp.demon.co.uk NAME: Steve Attwood TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Pentpov 2.2 (Pentium 'optimised' version of POV-Ray 2.2 re-compiled by andy@osea.demon.co.uk) TOOLS USED: Cyber Sculpt 1.1, Display 1.87b, Paint Shop Pro 3.12, 3D2POV 1.8 RENDER TIME: 44 minutes HARDWARE USED: Pentium 60MHz 24Mb RAM, Atari 520STFM 4Mb RAM IMAGE DESCRIPTION: Title: 'Dawn Patrol' - A fighter leaves it's hardened shelter skimming low over the surface of a desert world as the planet's red giant sun rises in the distance. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The spacecraft and pyramid were modelled using the Cyber Sculpt package on the Atari ST. The models were created seperately, and these were converted to .INC files for use in POV by 3D2POV. 3D2POV converts Cyber Sculpt .3D2 files into POV-Ray smooth triange .INC files, some of which can be very(!) large. Textures were then created using Paint Shop Pro, which are tileable and code (image maps) was added to the .POV file generated by the 3D2POV program to apply the textures to the surface of the two models. A grey scale 'tile' was also applied (as a bump map) which is just a number of overlapping grey blocks to give the impression of irregular surfaces and bolt-on panels. The models were positioned in the scene using translate and rotate commands in the .INC files. Two spheres with appropriate textures were added for use as a sun and a moon, and two planes were placed in such a way so that a swirling cloud texture that is almost transparent is placed on the lower plane, and a plain blue pigment is used on the upper plane. This alows the two spheres in the background to be placed in between the two planes so that the cloud covers the spheres, and there is a blue sky for the background. The image was finally rendered using a Pentium optimised version of POV-Ray 2.2 and nearly three-quarters of an hour to raytrace with anti-alaising set to 0.3. A copyright message was added using Paint Shop Pro, and the image was converted to JPEG format using Display 1.87b with the quality set to 99%. Steve-----> 26th October 1996 This is image can also be seen among others at my WWW Gallery:- http://www.g7mrp.demon.co.uk/dwsteve.html dayoff ------ EMAIL: zelonka@globalserve.on.ca NAME: Ben Zelonka TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 3.0 MS-DOS TOOLS USED: TexMagic v.94 RENDER TIME: 24 hours 33 minutes 57 seconds HARDWARE USED: Pentium 133Mhz 16Mb RAM IMAGE DESCRIPTION: "Captain's Day Off" The Star Ship Enterprise hanging in orbit around an alien world, the crew gone on shore leave. Or maybe it's a surprise party for Captain Kirk- can you see Spock's pointed ears as he hides behind a chair? Or perhaps the crew has been abducted by an all powerful ethereal force, and at this instant Kirk is teaching them the error of their ways (or maybe I just didn't feel like rendering the crew;-)). I guess we'll never know (if you vote me into first place I'll tell ya! :-)). DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I think I did a pretty good job of capturing the essence of shoe-string special effects: from the cardboard cut-out planet, to the plastic hull I've followed my "official" blueprints to the letter. The Bridge itself was constructed in a circular manner- it's made up of several template objects (consoles, panels etc.) assembled by rotating each segment around the center of the structure. This proved considerably simpler than trying to position each piece in relation to the previous one (which I tried first). daytrip ------- EMAIL: io909375@student.io.tudelft.nl NAME: Erik van de Vossenberg TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: 3DSMAX TOOLS USED: CorelDRAW!, PaintShop Pro, 3DS(R3), KPT3 RENDER TIME: 00:26:18 HARDWARE USED: P150, 64MB RAM IMAGE DESCRIPTION: A Daytrip To Mars I assume in future it's possible to travel between different stations in the univers. One can make 'a daytrip to mars', not in some fancy spaceship but in a 'sixties'-autobus... In the image this bus is passing through a sort of boundary-post, which looks like a square energy-field. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: After a quick sketch, I collected several photos of autobusses. To get a general idea of the correct dimensions I used those pictures. I did not copy one particular bus, but designed one myself. Front, left and top-view I drew 1:1 in CorelDRAW. Then I exported the curves in DXF-format so I was able to import them in 3DS. The flat shapes were 'lofted' into 3D models. For further assemble and rendering I used 3DSMAX. The background-image was made with Kai's PowerTools. I did not include a .zip file, but when you are interested I'll be glad to mail you any source material. October 1996, Erik van de Vossenberg io909375@student.io.tudelft.nl death ----- EMAIL:JORGE@FWNET.COM NAME:IVANOVICH JORGE TOPIC:SCIENCE FICTION COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED:3DS MAX TOOLS USED: RENDER TIME: 7 MIN. HARDWARE USED:PENTIUM 133 32 MEGS OF RAM IMAGE DESCRIPTION: DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I took the object from Viewpoint Datalabs,put a volumetric light a fog and a glow filter. pd:if I speak short and wrong,please forgive me,I am Spanish. deathsta -------- EMAIL: gaz@tiac.net NAME: Gustave A. Zeissig TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: KPT Bryce 2.1 TOOLS USED: RENDER TIME: 14 min HARDWARE USED: PowerMac 7100/80 IMAGE DESCRIPTION: Han Solo in trouble again. A couple of Tie-fighters on his tail as he makes a run for it in the Millenium Falcon after scoping out the new Death Star under construction near the rebel planet Kilgore. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Created within Bryce 2 with DXF imports for the Millenium Falcon and Tie-fighter desktop ------- EMAIL: swilson@discovery.com NAME: Steven J. Wilson TOPIC: SCI-FI COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: RAYDREAM DESIGNER V.4.1 TOOLS USED: RENDER TIME: 3.5 hrs. HARDWARE USED: P166 24MB RAM IMAGE DESCRIPTION: paper airplane fight while my back was turned. In case you can't read what the paper says, it says "There is no such thing as happiness, you have to learn to be happy without it". DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Yes those are supposed to be uniball micro pens. dna-botl -------- EMAIL: paul@ludwig.scs.uiuc.edu NAME: Paul A. Thiessen TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0 RENDER TIME: 29.6 minutes HARDWARE USED: SGI Indigo IMAGE DESCRIPTION: This is a work of scientific art on display in a museum or art gallery. The DNA molecule is beautiful and elegant, and is the reality of and a symbol for life itself. The mystery of DNA and genetics is one of the most powerful forces in the public imagination. All varieties of creatures and creations science fictional, from the X-files to the X-Men, are products of genetic mutations and alterations. The concept is bottled and ready for use - just shake well and pour out new diseases and cures, monsters and heroes, mayhem and miracles. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The DNA was created with MacroModel, a standard B-form helix 12 base pairs long. It was then converted into POV format by my PovChem program. The bottle was created with Moray - although it is actually a solid object, since there were too many distracting reflections when I tried a hollow bottle. The beveled edge of the shelf was also created with Moray. The bottle is tilted on a small wedge to make the image more interesting, and is supported by a brass torus affixed to the back wall. All these pieces were put together by hand. The PNG in the zip file is the original, straight out of POV-Ray. The JPG has been slightly gamma-brightened. I did not include the source, mostly because the bottle include file is *huge* because I wanted it very smooth. If you're interested in the source, please contact me by e-mail. dngrwill -------- EMAIL: Emory_Stagmer@amecom.com NAME: Emory R. Stagmer TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV 3.0 (DOS) TOOLS USED: DOS Edit, Fractint, PhotoShop(heightfield image ONLY!) RENDER TIME: 101 hours 48 min HARDWARE USED: Pentium 133Mhz IMAGE DESCRIPTION: Danger Will Robinson! I've got to say right off the bat, I'm not a big _Lost In Space_ (LIS) fan. I did always like The Robot however (yes that's his name, 'The Robot'). So when the SciFi topic was announced, I thought I'd do something hopefully a little different, 'classic' SciFi. I admit it could be argued that LIS dosen't qualify as 'classic', but I'm not here to debate that... Anyway here he is, from a promotional shot for the show's 23rd season! ;^) DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The toughest thing about this was he had to look RIGHT. Not just good or cool, but RIGHT. The proportions, textures, colors, size, etc all had to match. I did go out on the internet and find 3 pictures of The Robot so I could make sure he matched. The pictures I had were grabbed from a TV source, so they're not real good, and the colors are VERY washed out, so I did take some artistic license there. I think I used every primitive except for splines. And there's some very complex CSG in here. The toughest things specifically were his glass head, and what I call the v_torus, that glass <==> shaped thing above his torso. Once I had created The Robot, he had to be somewhere. So I put him in a TV studio soundstage. There are three area spotlights on him (key,fill, & back) and there are a grid of wash lights over the rest of the stage. The background is a scrim curtain lit from above and below with flood lights. The rocks are one heightfield definition that is scaled and placed and textured 4 different ways to make it look like different rock outcroppings. The sand of the floor is VERY plain, but time prevented me from doing more. I'd like to have put a ripple wave on it, and then also put some tread tracks from the robot in there, but alas it's 30-oct-1996 and I'm out of time! There are 2 slope maps in here. The first is for the brushed_aluminum texture I made almost everything out of. I could only make the map as small as I did (technically it should be MUCH smaller) because if I made it any smaller, I got a moire pattern on the metal. The second slope map is on the treads. I would have preferred to place individual boxes to make the gripper part of the tractors, but a slope map took me less than 5 minutes and looks almost as good. P.S. Just this last week a new store opened up near work. It's called 'Danger Will'! AND there's a toy robot in the window! They won't sell it though... :^( domecity -------- EMAIL: art-ilc@jcu.edu.au NAME: Chris Colefax TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: PoVRay 3 (DOS) HARDWARE USED: Cyrix 5x86-100 TOOLS USED: HeightField Lab IMAGE DESCRIPTION: On a far distant planet, not unlike our own, overpollution has completely destroyed the atmosphere, turning the planet into a desert wasteland. Although forced to live mainly underground, many of the planet's inhabitants were reluctant to give up the pleasures of surface living. So, small "Dome Cities" soon sprung up across the planet, acting as windows onto the rest of the universe. These cities were equipped with giant retractable shutters which could be closed to protect the cities from the harsh rays of the sun. Like an enormous mechanical flower, one such dome city begins to cover itself as the first brilliant rays of the sun appear from behind the planet's near moon, which dominates the horizon. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: John Beale's excellent HeightField Lab was used to create the height field for the surface of the planet, as well as the cratered bump map for the moon. A sky sphere with a layered texture was used for both the stars and the emerging sun, while a flat textured disc was used to create the spiral galaxy. The planet's atmosphere is a large sphere, centred on the camera location, with a transparent texture. The city structure is composed of various portions of torii, spheres, and cylinders, and the buildings are boxes of random heights placed on a grid created using nested #while, #end statements. Finally, the lens flare is a tiny sphere centred on the camera location, with an 8-layer transparent texture (woods and radials) used to model the sun's rays and the various light halos. The whole scene was coded entirely by hand, with many, many test renders being made before managing to achieve the final result. dragship -------- EMAIL: myersce@kic.or.jp NAME: Curtis E. Myers TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Caligari trueSpace 2.01a TOOLS USED: Corel Draw 4.0 RENDER TIME: 2 hrs 2 min HARDWARE USED: Pentium Overdrive 83 MHz, 28 MB RAM, 1 Meg ATI MACH-32 Video. IMAGE DESCRIPTION: Pirates of the Dragon Clan in orbit above home in their Solar-Sailing Ship dreamer ------- EMAIL: ucoakc00@mcl.ucsb.edu NAME: Christopher J. Coakley TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Ray Dream Studio TOOLS USED: Ray Dream Designer 4 RENDER TIME: 3 hours 6 minutes HARDWARE USED: IBM 486 100 MHz IMAGE DESCRIPTION: A Desk Dreamer DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The desk scene is a compilation of various models. Most of the desk items were included in the modeller. The ship is almost entirely made with elliptical cross sections extruded along symmetric sweep paths. The ship was rendered twice in two different perspectives to make the texture map for the computer screen and the paper on the desk (under the pen). The desk lamp has a light inside of it and a light pointing at it to make it illimunate the desk scene. The light idea came from looking at a similar banker's light that came with the modeller (trick: to make the lamp look like it is illuminated from within and not from the outside, try a spotlight with a large falloff percentage). dune2 ----- EMAIL: hmartin@teaser.fr NAME: Herv_ MARTIN TOPIC: SCIENCE-FICTION COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT RENDERER USED: LUXART 2.1 TOOLS USED: RENDER TIME: 5 h 08 (960x600) HARDWARE USED: Pentium Overdrive P83 RAM 20 mo HD 420mo IMAGE DESCRIPTION:no modeler used e-p-o ----- EMAIL: ptdawson@voicenet.com NAME: Paul T. Dawson TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0 for DOS TOOLS USED: DOS Edit, paper, pen, 80 liters of soda. 8-) RENDER TIME: 9 Hours 3 Minutes 8 Seconds (AA 0.3 3x3) HARDWARE USED: AMD 486-120 with 12 megs ram IMAGE DESCRIPTION: The year is 2025, and Julie has rebuilt an antique toy, converting it into the very first... Easy-Pov-Oven. The central object in the scene is based on a popular toy from the 1960s, the original "Easy-Bake Oven". It was a real oven, heated by a 100 watt light bulb. You slid in tiny trays of cake mix, then waited a few minutes, and presto - little cakes! This toy is *still* available, but the design has evolved into something resembling a microwave oven. I used the original first-generation slide-through design! In the picture, Julie has used the incredible power of the Povium CPU (from the famous chip builder Povtel), and a few secret modifications, to make the oven BAKE actual objects from POV scene files!?! She just types in some plain ASCII text (POV-Ray V23.1 syntax), pops in an empty tray, hits ENTER, and two minutes later - - - real objects! Her friend Tony is stunned speechless by the incredible process. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Each major object is created in a separate INC file. There are 13 POV test files, to test one object at a time. Then everything is put together in the one final E-P-O.POV file. The walls and floor are made with triangles - all 154,448 of them! There are four walls - you can just barely see them in the big mirror sphere. Each wall section is a 12x12x12 cube, with 44 triangular "fins". The fins have 88 different colors, with different gradients on opposite sides. Each "cube" is randomly spun before it's placed in the wall. The people are made with my "P4" people include file, which has *not* been updated at all since the Jul-Aug competition. So, it's still the same klunky little plastic people! There are six aluminum "baking trays" in the scene. Each tray has one little "thing" in it. Each thing is limited to a height of three units, so it fits through the oven! The first tray (halfway out of the oven) has a curly shape, made with 360 little spheres. This shape is also on the laptop screen. The other trays, from left to right, have: some mirror spheres over a checkerboard, one big mirror sphere, 820 recursive tori, 9 miniature people, and 200 stretched spheres. The tray of tiny people is very disappointing, because it uses about 3 megs of memory, and it's very fuzzy - oh, well! The tray in the front center has a "recursive tori" thing. This has 1 large torus, 9 medium, 81 small, and 729 tiny. That's 9^0 + 9^1 + 9^2 + 9^3 = 820. The laptop computer is connected to a Povium CPU (feeble attempt at humor), and then some jumbled wires go over to the circuit board in the oven. Yes, I used a bunch of image maps! Both shirts are made from freehand GIFs. The image on the laptop is a POV-created TGA. The little letters on the CPU are from a GIF. Finally, the nameplate on the oven is also from a GIF. The little spirals on the "stovetop" are made with a POV spiral pigment. There are two knobs for four burners, just like the original toy! I have included all of the necessary files in E-P-O.ZIP - almost 40 files! Just run any of the TEST-##.POV files to test individual objects, or try E-P-O.POV to build the final scene. Watch out, it uses about 7 megs of POV memory! The triangle mesh objects create a *lot* of warnings about "No pigment type given" - just ignore those! Thanks for reading all this! 8-) P.T.D. earthalt -------- EMAIL: MCOON1BG@MWC.EDU NAME: Matt Coons TOPIC: SCIENCE FICTION COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POLYRAY TOOLS USED: ADOBE PHOTO SHOP,PAINT SHOP PRO RENDER TIME: ABOUT 2 HOURS HARDWARE USED:Pentium IMAGE DESCRIPTION: - DESCRIPTION OF HOW THIS IMAGE WAS CREATED: - earthatt -------- EMAIL: Kiel.Sturm@pobox.com NAME: Kiel Sturm TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 3.00 TOOLS USED: Self-written shot-path generators RENDER TIME: 10 mins HARDWARE USED: Power Macintosh IMAGE DESCRIPTION: The three Earth ships attacking the hostile alien ship. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I wrote a simple program to calculate the pathe of the Earth ship's lasers. ed209 ----- EMAIL:JORGE@FWNET.COM NAME:IVANOVICH JORGE TOPIC:SCIENCE FICTION COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED:3DS MAX TOOLS USED: RENDER TIME: 30 MIN. HARDWARE USED:PENTIUM 133 32 MEGS OF RAM IMAGE DESCRIPTION: its ed209 from robocop DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I took the object from Internet,put a volumetric light and 2 lenz flares egghead ------- EMAIL: mickmcm@indigo.ie NAME: Mick McMullin TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 3.00e for Windows TOOLS USED: Paint Shop Pro (for titles) RENDER TIME: 11h 26m 07s HARDWARE USED: Pentium 90 IMAGE DESCRIPTION: This is a picture of a very bulky flying saucer called egghead! DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I created this image without any external modellers, just entering text into the editor. My aim was to create a strong image, but not necessarily a detailed one. The result was many drawings on paper which were then measured out and input into the editor. I didn't have time to explore textures or use high sampling rates for the atmosphere. However, I did consider how it might be animated, and one of the settings in the .INI file has some sample values. Feel free to experiment, but I would suggest doing so without the atmospheric effects as these take a long time to render. enteorbi -------- EMAIL: shogun@compsoc.cs.latrobe.edu.au URL: http://compsoc.cs.latrobe.edu.au/~shogun NAME: Alexander Cohen TOPIC: Science Fiction COPYRIGHT: I submit to the standard raytracing competition copyright. RENDERER USED: Persistance Of Vision 3.0 TOOLS USED: A text editor. Paintshop Pro to convert to JPEG. RENDER TIME: Approx 10 hours HARDWARE USED: 486DX2/80 IMAGE DESCRIPTION: A starship enters orbit around a planet. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I didn't start this scene until about a a week or so before the submission date so I didn't start to do anything especially creative. After a little thought I decided to do a 'traditional' spaceship/space scene. Starting with a very basic textures sphere for the planet I positioned the camera (I dont use modellers) and made a simple star-sphere. That looked way too plain so I put together a simple nebula texture which somehow looked almost perfect first render, a couple of renders later I had my space looking just about right. I then started working on the real texture for the planet, after a lot of fiddling around I finally settled on a partially transparent land texture with an ocean texture showing through the transparent areas. This looked ok but not quite right, so a after a lot more fiddling I found that putting a glowing around the planet made a very nice atmosphere. Finally I built the simplistic spaceship out various unions and differences of the primitive shapes. Nothing really special in this, other than the nice halo'd exhaust from its engines. This entire scene was created entirely by hand. ie no modellers, texture previewers etc etc.. esquad ------ EMAIL: pallaire@spherenet.com NAME: Patrick Allaire TOPIC: Sci-Fi COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: 3D Studio Max 1.0 TOOLS USED: Corel Draw 6.0 RENDER TIME: 2 minutes 21 secondes HARDWARE USED: Pentium 100 MHz, 48 Meg of Ram, on Windows NT 4.0 IMAGE DESCRIPTION: An esquadron of 3 ships are returning to their home base. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This image contain 51 objects and 48912 faces Ship : The base of the ship is made with some lofts. The images on the ship (the eagle, the black & yellow bars and the Danger strip) were made in Corel Draw, BUT they are not on an object of their own, they are mapped dirrectly on the ship. And the best part of those ship, the fire, is made with a combustion plug-in for 3ds Max. Planete : The planete is made with 2 spheres. The map was made in Corel Draw. The clouds are made with turbulence noise. Moon : It is made with a simple sphere, and for the texture i applyed a negative noise bump. Space : The space is made with 3 layers of noise. 1 layer for the stars. And 2 layers for the blue effect. ewbatl ------ EMAIL:ewarma1@gl.umbc.edu NAME:Eric Warman TOPIC:Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray v3 TOOLS USED: text editor RENDER TIME: 6 h 53 m 12 s HARDWARE USED: 486DX-50 IMAGE DESCRIPTION: A mercinary company raids a colonial outpost. The mercinaries are in greater number and better armed than the local colonial forces. The image is taken at a point in the battle when a colonial fighter destroys a mercinary fighter. Unfortunetly another fighter has the colonial ship in his sights and opens fire. In the background the undefended outpost gets pounded by three merc fighters. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The Mercinary Fighters- This image started as a simple design I had for a Starfighter. Since the design was very angular I decided that the best way to build it was to use polygons. As opposed to using cubes or fooling with subtractions polygons take absolute co-ordinates for their edges. I built the generic fighter and liked it. It was still missing something however. Not being satisfied with how texture maps look I used polygons to make the finer details on the ship. For instance the hazard panels, the alternating yellow and black, were constructed using polygons. With the main body layed out I set to work at the weapons. I took a modular approach. I built a weapon outset from the hull by an arm. I defined it as an object and simply used the same object to create three weapon arms for the finished ship. The finishing touch on the ship was the plasma beam. I wanted to avoid the normal blue/cyan or even red lasers/beam weapons. So after A LOT of experimenting, I settled on a light purple. I used the halo effect new to POV3 which is awesome. I highly recomend playing with this new feature. The Colonial fighter - This ship was a variation of other ships I have designed. It doesn't have the level of detail the merc ship does but there is only one in the scene and it's far enough away that you can't really tell. This ship is likewise constructed of polygons. The major exception is the weapons. The laser style weapons were made using the lathe feature. The beams themselves are cylinders that again employ the halo effect. The Colonial Outpost - This is a model I made for an animation. It is predominatly constructed using lathe objects. There is lots of detail on the docking arms in the middle of the station. The docking arms were constructed using cubes and numerous subtractives. The Planet - The planet has two spheres. The main sphere is the planet itself. I used the granite modifier with an extensive color map. The second sphere was slighty larger than the first and was textured with the Clouds texture. The final scene - All the models were defined as objects. It took a while to find a good arrangement but I finally settled on one. Once the objects were positioned I adjusted the lengths of the individual beam weapons and added exposions at the locations were colisions occured. The finishing touch was adding a starfield to the background and set up the final render. explore ------- EMAIL: robsampson@sprynet.com NAME: Robert Sampson TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Imagine 4.0 for DOS TOOLS USED: Photopaint, Vista Pro 3.1 RENDER TIME: Total approximately 5 hours HARDWARE USED: Zeos P90, 40 meg ram, 2.6 gig drive space IMAGE DESCRIPTION: "Explore" was done as my second entry because I also wanted to do a render with a space ship in it. It shows a starfleet vessel backdroped by a nebulae and gas giant as it makes a low pass over one of the gas giants moons." DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The maps for the backdrop and planet wrap were images I worked on after drawing them down from the HST site which is an excellent source for space images. The planet was then created and raytraced using soft shadows in Imagine for Dos and backdropped into Vista Pro. That image was then again backdropped into Imagine for the addition of the ship (a great model by Carmen Rizzulo) for final rendering. I had intended to utilize motion blur to give the ship the appearance of movement however the time required to get it right would have not allowed me to finish the image in time. More than anything this image demonstrates what can be accomplished with Vista Pro and some net searching for maps. explorer -------- EMAIL: woehrle@gfai.fta-berlin.de NAME: Tim Woehrle TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winpov 3.0 TOOLS USED: iPhoto + V 1.1 RENDER TIME: 3 hours 13 min HARDWARE USED: 486 33 MHz (OK OK, time to buy a new one) IMAGE DESCRIPTION: Hi, This is the first time I join this competition, and I will be very surprised if I'll win it. But we'll see... I had the idea for this image when I read a book about the Mars and Jupiter expiditions in the past, and saw the graet jupiter image with the two moons I've used as a background. Surfing on the net, I found the picture on the NASA server, and the rest was a matter of a few days. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: As I've described, I used the Jupiter image as a background. I just mapped it on a large box. Please note that that box has no diffuse, but full ambient light. Therefore the spacecraft can't make shadows on the Jupiter (which would give the image a VERY unrealistic touch). I was very pleased when I experimented with the new feature, the halo. The spacecraft's flames are of course a halo in a rescaled sphere with a white core. The rest of the spacecraft ist good old CSG. Forgive me that I use german names for some of the spacecraft's components; I didn't know such technical terms in english. Tim flower ------ EMAIL: GEORDI@NETZSERVICE.DE NAME: CHRISTIAN SCHULZ TOPIC: SCIENCE FICTION COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POVRAY 3.0 (MAINLY DOS) TOOLS USED: MICROGRAFX PICTURE PUBLISHER 5.0, 3DS3 RENDER TIME: 9 HOURS 15 MIN. HARDWARE USED: P5-100 WITH 32 MB RAM IMAGE DESCRIPTION: THIS IS A QUITE NEGATIVE FICTION FOR HUMANITY - EVERYTHING ARTIFICIAL HAS BEEN DESTROYED - PERHAPS BY NUCLEAR WEAPONS... BUT LOOK AT THE FLOWER IN THE FRONT OF THE PICTURE: IT HAS SURVIVED ALL OF THIS. THIS IS INSPIRED BY A SCIENCE FICTION STORY THAT I ONCE READ, BUT I CAN'T SEEM TO REMEMBER WHO WROTE IT OR WHAT IT'S TITLE WAS. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I STARTED WITH THE DESERT (MADE OF HEIGHT_FIELDS AND A PLANE), THEN WROTE SOME PROCEDURES FOR THE BUILDINGS AND THE STONES IN THE SAND, WHICH WOULD RANDOMLY POSITION AND ROTATE THE OBJECTS. NOW THE FLOWER WOULD HAVE BEEN TOO DIFFICULT TO MODEL WITH POVRAY; SO I CREATED IT WITH 3DS (BUT ONLY ONE LEAF EACH), CONVERTED IT TO A POVRAY MESH AND ROTATED/SCALED THE OBJECTS TO WHAT YOU CAN SEE NOW. I DIDN'T INCLUDE THE HEIGHT_FIELDS FOR THE BACKGROUND MOUNTAINS IN THE ZIP FILE - IT GOT TOO BIG WITH THEM. I CREATED THEM WITH POVRAY USING A "WRINKLES" PATTERN. futrtown -------- EMAIL: kto@eleceng.adelaide.edu.au NAME: Kiet To TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Window POV-Ray 3.0 TOOLS USED: Fractint 19.2, HF-Lab 0.8 RENDER TIME: 34 mins 57 sec HARDWARE USED: Cyrix 6x86-100Mhz IMAGE DESCRIPTION: A city ("more like a town") located somewhere in a distance star system on a planet similar to earth. I started this picture three days ago (before the end of the competition). So I didn't have very much time to do anything great. It's not as complete as how I imagined it to be but then again, it more then what I thought I could do in that short time. *Sigh* Time just past when you are have fun. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: As with the last picture, my main modeller was a piece of paper, a pencil, a good editor and as much imagination that I could pull out of overworked brain. This was also the first time I have used WinPov (MS-DOS in previous trace) and I found that it had a brilliant interface. Don't know how I ever lived without it. The first thing I worked on was the background seen, this involved pulling out some of my old never-completed-povray-scene file and extracting a few bits such as the sky and moon. The starfield I generated again using Fractint to get a more dense star-map the previous used. Next I when in search for a good tool to create heightfield mountains. HF-LAB prove to be excellent (highly recommended). After a day's night fiddling with this to get two heightfields (one for background and one for foreground), I started on the trees. I just created some basic trees (made up of a few primitives) and placed them randomly in a group. Next was the individual building (six in all) and then the star ship (only had time to create two only). Well, I don't have very much time till the deadline so I think I'll stop here. I won't include the source file here this time since I don't have time to organise it. So, if you are interested, please contact me (via email) and I'll sent it to you. K.T. gbfict ------ EMAIL: bulatov@ic.ac.uk NAME: Galina Bulatova TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 3.0 for DOS TOOLS USED: lparser RENDER TIME: 5 hours HARDWARE USED: 486 DX2 IMAGE DESCRIPTION: World created under inluence of Escher's drawings DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Almost everything was done manually with some help of lparser. globrain -------- EMAIL: jmgerris@alpha.delta.edu NAME: Sean Gerrish TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray for windows v. 3.0 TOOLS USED: Pencil, paper, brain, and Windows's calculator... no utilities! RENDER TIME: 2 hours, 18 minutes, and 59 seconds HARDWARE USED: Gateway 2000 Pentium 166MHz... IMAGE DESCRIPTION: This image depicts my view of what we would see if gigantic brains and thier rock-spewing ground forces were to invade us. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This image was created with lot and lots o' blobs... Halos were used a lot, too. Many a day and quite a few many's of renders it took. gnlescpe -------- EMAIL: gautam@interlog.com NAME: Gautam N. Lad TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray v3.0.msdos.wat-cwa TOOLS USED: Mid Night Modeller v2.10 (MNM v2.10), POV-Ray v3.0.msdos.wat-cwa, LView v3.1 (.TGA to .JPG Conversion, Copyright text), and OS/2 Warp for rendering (Truly the best operating system when it comes to MULTI-TASKING). :) RENDER TIME: 1 hours 2 minutes 18.0 seconds (3738 seconds) HARDWARE USED: 486 DX2 50MHz with 8MB of RAM (Computer) IMAGE DESCRIPTION: ****************** The story behind the title: Six space fighter ships 'Escape' the explosion of it's enemy's space station. More than six tried to get rid of their enemy, unfortunately, only six 'Escape' death. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: ****************************************** I created the ship, as ideas flooded my head. I wanted an explosion, something brilliant, than anything I've done before. I spent hours, getting the colour, shape, size, and location of the explosion. After that was done, I had to created a 'cheat' light source for the explosion. I once again spent a long time, getting the colour of the lights correct. After everything was done, I changed the ships' texture from plain gray, to a brick-like pattern. Unfortunately, the gray doesn't show up because of the glow from the 'cheat' explosion light, however, the texture look wild, with the yellow-orange glow! The ship's explosion was added to add excitment to the image. I did many test renders (640x480 +a +j no esplosion = 15 min.) to make sure everything was perfect. My final rendering was done late 'cause I got carried away into programming, and didn't work on the image for days (weeks?). ----------------------------------------------------------------------------- The Escape -- Copyright (C) 1996, Gautam N. Lad. All Rights Reserved. NOTE: If YOU wish to use this image/file for ANY purpose, you MUST first contact me at my e-mail address to get my premission. Visit my website to find software/graphics/links, etc. at: http://www.interlog.com/~gautam ----------------------------------------------------------------------------- gnlmlamp -------- EMAIL: gautam@interlog.com NAME: Gautam N. Lad TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray v3.0.msdos.wat-cwa TOOLS USED: Mid Night Modeller v2.10 (MNM v2.10), POV-Ray v3.0.msdos.wat-cwa, ColorDesk Photo (Scanning), LView v3.1 (.TGA to .JPG Conversion, Gamma correction, Copyright text), and OS/2 Warp for rendering (Truly the best operating system when it comes to MULTI-TASKING). :) RENDER TIME: 2 hours 28 minutes 12.0 seconds (8892 seconds) HARDWARE USED: 486 DX2 50MHz with 8MB of RAM (Computer), Logitech Scanman Color 256 (Scanner). IMAGE DESCRIPTION: ****************** The story behind the title: Two desk lamp awake at night, and one of them shines light at it's owner, (that would be me) before sneaking out with their other "magical" friends for a good time. An event that happens around the world, at a time, when most civiliazed humans, such as you an me are fast asleep. NOTE: For those who are a little slow at the top, this event DOES NOT occur. It only occurs in Science Fiction! ******** DESCRIPTION OF HOW THIS IMAGE WAS CREATED: ****************************************** I scanned my image, and then spent quite a while (maybe hours, getting the image scaling right, since I'm an amateur when it comes to image maps). I had created the basic models under MNM v2.10, but manually modified the lights, textures, and cleaned up the final .POV file using an editor. I only created one lamp (the big one), but the image needed more objects (as my brother and friend critisized), so I made a lamp similar to one I have. Note the brightness near the front of the lamp head. This was a 'cheat', since POV-Ray can't make spotlights, act as lamp lights. So, I just put a disc there, gave it the color similar to the light, and made it luminous. All textures are made by me (except Chrome_Metal and Copper_Metal; These two textures are from the POV-Ray v3.0 package). The wood texture was created using a program I made. The final rendering was done under OS/2 Warp, in the background, while few other applications in the foreground were running (Hey, why not take advantage of the multi-tasking OS/2 has to offer?). Therfore, render time may vary upon different conditions. The image was not done using super quality (SLOW.INI + Radiosity), since the output would not be what I expected, however, you can try anything options on it, just DO NOT call it your piece of WORK! You may be wondering how I got the exact rendering time (seriously, it is the exact time!), well it's simple. I created a small utility for POV-Ray that lets you time renderings as easy as putting one foot in front of the other. It records time when you render the image portion-by-portion, and gives you the final when you want. I've also made many more FREEWARE utilities for POV-Ray (yes FREEWARE). They will all be released to local BBSes as well as my soon-to-be website very soon. Interested already (about my software)? PLEASE write to me! ----------------------------------------------------------------------------- Magic Lamps -- Copyright (C) 1996, Gautam N. Lad. All Rights Reserved. NOTE: If YOU wish to use this image/file for ANY purpose, you MUST first contact me at my e-mail address to get my premission. Visit my website to find software/graphics/links, etc. at: http://www.interlog.com/~gautam ----------------------------------------------------------------------------- gosf ---- EMAIL: obukhov@oea.ihep.su NAME: Gena Obukhov TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: bCAD for Windows TOOLS USED: Gforge, POV-Ray, 3D Studio, Photoshop RENDER TIME: 34 minutes HARDWARE USED: Pentium 166 64Mb IMAGE DESCRIPTION: "Fishing" is the title of the picture. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The background image was modelled and rendered in POV-Ray.The heightfield map was created in "Gforge".The fish and girl was modelled in 3D Studio and bCAD.Fish's scales texture was done in Photoshop. Special thanks to Vladimir Malukh. The final image was raytraced only due to his help and tech- nical support. gr-bkhom -------- EMAIL: famrom@ran.es NAME: Guillermo Sanz Romero TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POVRay 3.00.msdos.wat-cwa TOOLS USED: DOS Edit and Micrografx Picture Publisher 5.0 RENDER TIME: 34h 34m 3s HARDWARE USED: PC i486DX2-66Mhz IMAGE DESCRIPTION: "Back Home." This picture shows three Space Fighters returning to base (the camera has the point of view of the third, so only two are visible :) ). Three Tugships are approaching to carry the Fighters inside the base, that can be seen in the background, orbiting around a blue planet with ochre clouds. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: During this summer I had been working in a series of space objects (fighters, tugs, freighters, capitol ships, bases, planets,... even procedural textures for all) trying to be realistic: gravity decks, multiple engines for manoeuvring, small jet blasts... (I used graph paper and my "Mental OpenGL engine", aka brain, for this). When I saw the topic "Science Fiction" I decided to use these new objects. I started with 3 tugs and 2 fighters (the third fighter is the "camera") in a 4*3 format (a dull scene with my best models, at that moment). After thinking about it I positioned a planet and a base with three 1G-decks and two solar "sails", but then the problem of visual overcrowding appeared. The image looked like a WWI air dog-fight. The idea came miraculously: change the format from 4*3 (computer) to 16*9 (pal plus). I rearranged the objects: the fighters (near distance) in the right, the tugs occupied the center (mid distance), and finally the base and the planet in the left (far distance). I used a low ambient value, as can be seen in the fighters, cos I want a real scene not a Star Wars or Star Trek scene where light comes from almost everywhere and with flashing engines at full power. Sorry if you think that the shadow and highlight zones contrast too much, but so real space is. As final touches I put some containers and five Tugs floating near the "top" part of the base to test the new rand() and #while instructions of POV3. (Due to the distance only the containers can be seen, but I promiss that in higher resolution the ships can be seen). After the render was finished (more than 34h ;) using a 18*18 area_light for the sun, with antialias type 2) I added borders and text and converted the image to jpeg format with Micrografx PP5. Check http://www.geocities.com/SiliconValley/4774/index.html for more data, specially if you want to see pictures of the ships. If you want the source files send me an email ;) to . gr-city ------- EMAIL: famrom@ran.es NAME: Guillermo Sanz Romero TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POVRay 3.00.msdos.wat-cwa TOOLS USED: DOS Edit and Micrografx Picture Publisher 5.0 RENDER TIME: 6h 19m 42s HARDWARE USED: PC i486DX2-66Mhz IMAGE DESCRIPTION: "Systems ready, proceeding with tonight's patrol." This represents the take off of police aerocars at sunset in a XXI century city. Some buildings, people (visible as small dots in the ground) and an advertisment form the rest of the scene. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Some weeks ago Blade Runner was broadcasted where I live. Then I decided that a scene based on Blade Runner city will be fun and interesting. I started creating some buildings, but mine are more normal than the BR mega arquitecture. My buildings look smaller and more factible than those "a city inside one building" typical of many SF pictures. The advertisment is a .gif that I found in the Ukiyo-e museum, if you want more photos or info try this (Do you remember the BR's scene where you can see a lot of ads, even an advertising zeppelin?) Maybe I should have put more ads in other buildings. ;) Then I go for the ship, I wanted one with some lights but not with blasting jets, cos it's suposed to land on buildings and maybe even on wide streets. I mixed the Blade Runner police car with Cyberpunk 2020 AV ships (CP2020 is a role playing game about ... guess! ;) ). In other words a ship with vertical take off and landing capabilities, due to is directed thrust engines (fireless turbofans, like helicopter's rotor inside a tube). The final touches where adding some crowd and the light effects (atmosphere for the ship's spotlights and halos for the sirens). The text was added and the image converted with PP5. If do you want more info visit or (the Spanish link is empty now, I hope to write the html as soon as possible) or better write to . ;) guard ----- EMAIL: libelle@webbwerks.com NAME: Samuel J. Goldstein TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Strata StudioPro/Blitz 1.75+ Raytracer TOOLS USED: Strata StudioPro/Blitz 1.75+ Modeller RENDER TIME: 00:37:24 HARDWARE USED: PowerMac 8500/120 with 80M RAM, 200M Virtual RAM IMAGE DESCRIPTION: The Robotic guard prowls his master's house, never sleeping, looking for intruders. His electronic broad-spectrum eyes can see in perfect darkness, or stare unblinking into the sun. His tunnelling-junction amplified ears can hear individual air molecules colliding when he adjusts them to maximum gain, and the directional inputs can track two separate noise sources simul- taneously. His fangs will cut through sheet steel, can crack hardened bearings. The hydraulic muscles that propel him have the power to hurl him with unmatched speed. Truly, none will enter this house without the permission of his Master. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Just about everything is straight-forward modelling here. The legs were made out of repeated groups. Fangs were made by deforming spline-based cones. The ears were rotational sweeps that were then edited in the vertex editor to be asymmetrical. Some of the textures are NOT original: - the wallpaper patterns come from an old clip-art book. They were scanned and colorized in Photoshop (the originals are black & white). - the marble and floor tile textures come from an ArtBeats sampler. I'd be happy to share the model file with anyone who requests it. ___Samuel___ guen1 ----- EMAIL: uvasst00@mcl.ucsb.edu NAME: Trevor Vass TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT RENDERER USED: 3D Studio Release 3 TOOLS USED: Fractal Design Painter 4.0, Paint Shop Pro 4.10 RENDER TIME: 1 min 34 sec HARDWARE USED: 486DX-4 120, 32 Mb RAM IMAGE DESCRIPTION: This is an image of the U.N.S. Guenevere conducting routine patrols. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The background and textures in this image were developed with Fractal Design Painter 4.0. A fractal pattern generator was used to create the planet surface and clouds, as well as the moons surface. Guenevere (the carrier) uses extensive bump mapping in the hull to add more detail to the surface. The Shuttle and Flight Bays were modeled in a seperate file and then merged with the main Guenevere model and scaled to size. This gives a good amount of detail to the interior of the flight bays adding to the realism. guen2 ----- EMAIL: uvasst00@mcl.ucsb.edu NAME: Trevor Vass TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT RENDERER USED: 3D Studio Release 3 TOOLS USED: Fractal Design Painter 4.0, Paint Shop Pro 4.10 RENDER TIME: 1 min 34 sec HARDWARE USED: 486DX-4 120, 32 Mb RAM IMAGE DESCRIPTION: This image is a scene of a dogfight between W'cn'oth interceptors and U.N. fighters on patrol. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All textures used in this picture were created with Fractal Design Painter 4.0. The background of this picture is an image of NGC 6543 taken from the Hubble Space Telescope. The fighters in this scene were crafted primarily with the 3DS3 Lofter in order to create some of the odd shapes used in the fighters. A fractal pattern generator was used to develop the textures used on the wings of the green W'cn'oth interceptors. By using a fractal pattern for the self illumination map, as well as the transparency the desired results occurred. guen3 ----- EMAIL: uvasst00@mcl.ucsb.edu NAME: Trevor Vass TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT RENDERER USED: 3D Studio Release 3 TOOLS USED: Fractal Design Painter 4.0, Paint Shop Pro 4.10 RENDER TIME: 1 min 34 sec HARDWARE USED: 486DX-4 120, 32 Mb RAM IMAGE DESCRIPTION: This image is a scene of two UN fighters escorting a shuttle through hostile space. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All textures used in this picture were created with Fractal Design Painter 4.0. The background and texture maps used in this scene were created with Fractal Design Painter 4.0. The fighters and shuttle were carefully designed using the 3DS3 Lofter to create the custom shapes that are evident in the vessels' frames. guen4 ----- EMAIL: uvasst00@mcl.ucsb.edu NAME: Trevor Vass TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT RENDERER USED: 3D Studio Release 3 TOOLS USED: Fractal Design Painter 4.0, Paint Shop Pro 4.10 RENDER TIME: 7 min 18 sec HARDWARE USED: 486DX-4 120, 32 Mb RAM IMAGE DESCRIPTION: This is an image of the seige of the W'cn'oth battle cruiser C'noth'ra. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All textures used in this picture were created with Fractal Design Painter 4.0. The background and texture maps used in this scene were created with Fractal Design Painter 4.0. The fighters and battle cruiser were carefully designed using the 3DS3 Lofter to create the custom shapes that are evident in the vessels' frames. guen7 ----- EMAIL: uvasst00@mcl.ucsb.edu NAME: Trevor Vass TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT RENDERER USED: 3D Studio Release 3 TOOLS USED: Fractal Design Painter 4.0, Paint Shop Pro 4.10 RENDER TIME: 1 hour 32 minutes HARDWARE USED: 486DX-4 120, 32 Mb RAM IMAGE DESCRPTION: This image is a battle scene between two mighty carriers, the U.N.S. Guenevere, and the W'cn'oth battle cruiser C'noth'ra. DESCRIPITION OF HOW THIS IMAGE WAS CREATED: The background and all the maps used in the image were created in Fractal Design Painter 4.0, I also used a fractal pattern generator to use as the maps for the planets, explosions, and clouds on the planet. As for the actual models theselves I got real friendly with the 3D Lofter which helped me to create some of the more non-uniform shapes used in the models. Other than that everything else was pretty straight forward. headhome -------- EMAIL: myersce@kic.or.jp NAME: Curtis E. Myers TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Caligari trueSpace 2.01a TOOLS USED: Corel Draw 4.0 RENDER TIME: 12 hrs 32 min HARDWARE USED: Pentium Overdrive 83 MHz, 28 MB RAM, 1 Meg ATI MACH-32 Video. IMAGE DESCRIPTION: Pirates of the Dragon Clan heading for home in their Solar-Sailing Ship hesa0000 -------- EMAIL: hesa@club-internet.fr NAME: Henri Sartor TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 TOOLS USED: Moray 2.0 RENDER TIME: between 30mn and 45mn HARDWARE USED: 486dx2-66 IMAGE DESCRIPTION: DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Almost all of the objects in the scene are Bezier patches. Cylinders closed at both ends and squeezed for the ships bodies, cylinders folded on themselves for the rings, piles of deformated cylinders for the strange constructions ( after the photo of a ceramic sculpture of the 70's in a book ) . hhcsw1 ------ EMAIL: hhc@loop.com NAME: Harry H. Chang TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: 3D Studio Max TOOLS USED: 3D Studio Max, Vista Pro RENDER TIME: 20 minutes HARDWARE USED: Pentium 133 IMAGE DESCRIPTION: Imperial Shuttles bringing in Stormtoopers. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All Mesh objects were created with 3D Studio. Background Image was created with Vista Pro. If you want mesh objects used in the picture, you can find them on my web page. http://www.loop.com/~hhc hhcsw2 ------ EMAIL: hhc@loop.com NAME: Harry H. Chang TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: 3D Studio Max TOOLS USED: 3D Studio Max, Vista Pro RENDER TIME: 20 minutes HARDWARE USED: Pentium 133 IMAGE DESCRIPTION: Stormtroopers with AT-ST's. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All Mesh objects were created with 3D Studio. Backgroudn was created with Vista Pro. If you want mesh objects used in the picture, you can find them on my web page. http://www.loop.com/~hhc hhcsw3 ------ EMAIL: hhc@loop.com NAME: Harry H. Chang TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: 3D Studio Max TOOLS USED: 3D Studio Max, Vista Pro RENDER TIME: 20 minutes HARDWARE USED: Pentium 133 IMAGE DESCRIPTION: A day at the Deathstar docking bay. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All Mesh objects were created with 3D Studio. Star Field Image was created with Vista Pro. If you want mesh objects used in the picture, you can find them on my web page. http://www.loop.com/~hhc hhcsw5 ------ EMAIL: hhc@loop.com NAME: Harry H. Chang TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: 3D Studio Max TOOLS USED: 3D Studio Max, Vista Pro RENDER TIME: 20 minutes HARDWARE USED: Pentium 133 IMAGE DESCRIPTION: A day at the Rebel Cruiser hangar. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All Mesh objects were created with 3D Studio. Star Field Image was created with Vista Pro. If you want mesh objects used in the picture, you can find them on my web page. http://www.loop.com/~hhc hhcsw6 ------ EMAIL: hhc@loop.com NAME: Harry H. Chang TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: 3D Studio Max TOOLS USED: 3D Studio Max RENDER TIME: 20 minutes HARDWARE USED: Pentium 133 IMAGE DESCRIPTION: Searching evacuated Rebel base for clues. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All Mesh objects were created with 3D Studio. If you want mesh objects used in the picture, you can find them on my web page. http://www.loop.com/~hhc hhcsw7 ------ EMAIL: hhc@loop.com NAME: Harry H. Chang TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: 3D Studio Max TOOLS USED: 3D Studio Max RENDER TIME: 20 minutes HARDWARE USED: Pentium 133 IMAGE DESCRIPTION: Searching evacuated Rebel base for clues. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All Mesh objects were created with 3D Studio. If you want mesh objects used in the picture, you can find them on my web page. http://www.loop.com/~hhc hhcsw8 ------ EMAIL: hhc@loop.com NAME: Harry H. Chang TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: 3D Studio Max TOOLS USED: 3D Studio Max, Vista Pro RENDER TIME: 40 minutes HARDWARE USED: Pentium 133 IMAGE DESCRIPTION: Uncle Darth wants YOU in the Imperial Fleet! DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All Mesh objects were created with 3D Studio. Star Field was created with Vista Pro. If you want mesh objects used in the picture, you can find them on my web page. http://www.loop.com/~hhc hhcsw9 ------ EMAIL: hhc@loop.com NAME: Harry H. Chang TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POVRAY 3.00 TOOLS USED: 3D Studio Max, 3DS2POV r1.8 RENDER TIME: 4 hours HARDWARE USED: Pentium 133 IMAGE DESCRIPTION: Two Imperial shuttles in the Deathstar Docking Bay. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All Mesh objects were created with 3D Studio. Star Field was created with Vista Pro. If you want mesh objects used in the picture, you can find them on my web page. http://www.loop.com/~hhc hiding ------ EMAIL: docbrown@netwalk.com NAME: Edward Wedig TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0beta RENDER TIME: 1 hour, 52 minutes @ 800*600 HARDWARE USED: 486dx4/120 w/8 megs RAM IMAGE DESCRIPTION: Hiding from the robots. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I initially had the idea for this image when I was experimenting with height_fields. The crater walls are actually a height_field generated from a fractal picture. I created the robot separately, and added two to make it seem like they were searching. After I added the sky and earth, the last thing I added was the astronaut hiding in the corner of the image. hornet ------ EMAIL: mueller@student.tu-freiberg.de NAME: Martin Mueller TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.00 for MS-Dos TOOLS USED: bcad 2.2, Moray 2.0, 3ds2pov RENDER TIME: 10 hours 35 minutes 43 sec HARDWARE USED: Pentium-75 IMAGE DESCRIPTION: Size: 800 x 600 Truecolor This Scene is a fighting Scene wit Hornet-Fighters from the Wing Commander series. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The fighter texture is a simple spotted texture The fighter itself was modelled with bCad 2.2, then exportet to a 3DS file and then convertet to POV with 3ds2pov The lasers are simple cylinders, the texture is a simple red colour with an ambient and diffuse value of 1. The explosion in the background is a big sphere with a halo. hprdrv ------ EMAIL: wilkie@intplsrv.net NAME: Benny Wilkie TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 for windows TOOLS USED: RENDER TIME: 6 hours 38 min. HARDWARE USED: IBM Clone with AMD 486DX4/133 16 Meg ram IMAGE DESCRIPTION: This is a rear view of my other entry... ncc1996 DESCRIPTION OF HOW THIS IMAGE WAS CREATED:see discription on entry ncc 1996.. The only thing diferent is the camera angle and the star field is a different gif image. I like this one better. ice-age ------- EMAIL: Ekholm@hem.passagen.se NAME: Johan Ekholm TOPIC: The approaching ice-age. COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 3.0 Win TOOLS USED: RENDER TIME: 2 h HARDWARE USED: Pentium 90 MHz IMAGE DESCRIPTION: After a drawing by Eugen Semitjov. A free translation of his comment to the drawing. "Stockholm burried under the ice. While the last survivals are evacuated, a nuclear power-station keeps the City free from ice." DESCRIPTION OF HOW THIS IMAGE WAS CREATED: icetomb ------- EMAIL: steve@g7mrp.demon.co.uk NAME: Steve Attwood TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 2.2 TOOLS USED: 3D2POV 1.8, Paint Shop Pro 3.12, Cyber Sculpt 1.1, Display 1.87b RENDER TIME: Approx 8 hours HARDWARE USED: Pentium 60MHz 8Mb RAM, Atari 520STFM 4Mb RAM IMAGE DESCRIPTION: Title: 'Ice Tomb' - A pilot meets his death in the inky depths of space when the ion engines of his fighter fail. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The spacecraft was modelled using the Cyber Sculpt package on the Atari ST. The model was split into three files by saving different objects in each of the files. This is due to if the single file was exported by the 3D2POV conversion program, the resultant .INC file is 4.6Mb in size (!) and is too big to edit by the Write text editor. As all the objects in the model are in the same place, just different parts removed in the three files, when the image is rendered (including the three .INC files in the main .POV file) the image looks complete. Textures were then created using a variety of paint packages, which are tileable and code (image maps) was added to the .POV file generated by the 3D2POV program to apply the textures to the surface of the spacecraft. A grey scale 'tile' was also applied (as a bump map) which is just a number of overlapping grey blocks to give the impression of irregular surfaces and bolt-on panels. A sphere was added for the background, and using a .GIF file for stars, and a number of layered textures (agate pigment) were used which have transparency as part of the colour maps, so the background has the effect of plasma and gas clouds, as seen in 'Babylon 5'. The image was finally rendered, requiring a 29Mb swap file and approx 8 hours to raytrace with anti-alaising set to 0.3. A point to note is that the image took over an hour to pre-process due to the heavy usage of virtual memory, and the mapping of the tilable textures to the spaceship! A copyright message was added using Paint Shop Pro, and the image was converted to JPEG format using Display 1.87b with the quality set to 97%. Steve-----> 19th October 1996 This is image can also be seen among others at my WWW Gallery:- http://www.g7mrp.demon.co.uk/dwsteve.html inorbit ------- EMAIL: Sonya_Roberts@geocities.com NAME: Sonya Roberts TOPIC: Science Fiction COPYRIGHT: I submit to the standard raytracing competition copyright. RENDERER USED: POVRay 3.00e.watcom.Win32 TOOLS USED: Paint Shop Pro 3.0 to create image maps and convert from .TGA to .JPG POVRay 3.00 Windows '95 interface (with customized insert menu) for all coding. My brain, with occasional assistance from pen and paper, to layout and plan objects. TextureMagic v0.95 (Trial Version) for creation of a number of textures. RENDER TIME: 28 minutes, 15 seconds HARDWARE USED: Pentium Pro 200 w/32 meg memory and Matrox Millenium 2mg Graphics Card IMAGE DESCRIPTION: A space station being assembled in Earth orbit, will eventually be "shot" towards Mars. The big tanks at the middle hold water, air, fuel, etc., though the station is being built with a closed-loop ecosystem to recycle air, water, etc. as much as possible. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The Earth, starry sky, and moon are all very large spheres. The texture on the planet consists of two matched layers, one for the water and another for the land. The clouds around the planet are mapped onto four concentric spheres, with the ambience of each level being less the closer to the planet's surface you are. The ambient light level of the moon is very high to make it seem more brightly lit. The Space Station is a fairly simple construct of scaffolding, some big tanks, and a ring-shaped habitat. The whole station can be spun around it's long axis to provide centrifugal gravity in the habitat. The two shuttles (the Space Shuttles "Sonyar" and "Strebor") are simple work-horse machines that operate on a space-to-space basis; they never land anywhere, though they dock a lot. intercpt -------- EMAIL: steve@g7mrp.demon.co.uk NAME: Steve Attwood TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 2.2 TOOLS USED: Cyber Sculpt 1.1, Display 1.87b, Corel Draw 3.0, Paint Shop Pro 3.12, 3D2POV 1.8 RENDER TIME: 34 minutes HARDWARE USED: Pentium 60MHz 8Mb RAM, Atari 520STFM 2.5Mb RAM IMAGE DESCRIPTION: Title: 'Interceptor' - An F9 Hornet interceptor speeds to investigate a distant target in Proxima Centauri space. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The spacecraft was modelled using the Cyber Sculpt package on the Atari ST. The model was split into three files by saving different objects in each of the files, and these were converted to .INC file for use in POV by 3D2POV. The outer wings and engines were converted using no smoothing factor, to retain the hard edges, whereas the centre section was smoothed. The three seperate .INC files were then joined together in Write. 3D2POV converts Cyber Sculpt .3D2 files into POV-Ray smooth triange .INC files, some of which can be very(!) large. Textures were then created using a variety of paint packages, which are tileable and code (image maps) was added to the .POV file generated by the 3D2POV program to apply the textures to the surface of the spacecraft. A grey scale 'tile' was also applied (as a bump map) which is just a number of overlapping grey blocks to give the impression of irregular surfaces and bolt-on panels. A sphere was added for the background, and using a .GIF file for stars, and a number of layered textures (agate pigment) were used which have transparency as part of the colour maps, so the background has the effect of plasma and gas clouds, as seen in 'Babylon 5'. Another sphere completed the scene with an agate texture for use as a planet. The image was finally rendered, requiring a 3Mb swap file and a little over half an hour to raytrace with anti-alaising set to 0.3. A copyright message was added using Paint Shop Pro, and the image was converted to JPEG format using Display 1.87b with the quality set to 97%. Steve-----> 19th October 1996 This is image can also be seen among others at my WWW Gallery:- http://www.g7mrp.demon.co.uk/dwsteve.html invasion -------- EMAIL: swilson@discovery.com NAME: Steven J. Wilson TOPIC: SCI-FI COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: RAYDREAM DESIGNER V.4.1 TOOLS USED: RENDER TIME: 3HRS. HARDWARE USED: P166 24MB RAM IMAGE DESCRIPTION: Killer gnats take over WOMBAT airbase DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I used the same standard clouds for my background. Not too much trickiness built into this one. island ------ EMAIL: hue@earthlink.net NAME: Hugh Lim TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0 for Mac TOOLS USED: None RENDER TIME: Forever! :) 3-4 days after i took out all the time consuming objects HARDWARE USED: Mac PowerBook '030(=386SX)/25MHz, no FPU IMAGE DESCRIPTION: The image describes an island, kinda in a computer perspective. I wanted to elaborate the picture a bit more, but my computer didn't allow it(took too long... if anyone has a computer to spare to a poor kid, drop me a line :) DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Because of the speed of the computer, most of it was first sketched, and planned on a paper in detail. And then i just sorta put it all together and fixing the position, etc until i got it right... One thing i regret about the picture is that when i did the final render, i didn't know about the flaw (well..., not really a flaw) in the renderer called coincidental surface or whatever. The red spots at the bottom of the power plants should been continuous and smooth. i fixed the problem, unfortunately i had no time to render again. if you like the picture, you should render it again(probably bigger, too)... please send me a copy if you do. j-salif ------- EMAIL: serbel@utu.fi NAME: n:kita TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0 for Windows 3.xx TOOLS USED: RENDER TIME: 22 min 23 sec. HARDWARE USED: Pentium-120 IMAGE DESCRIPTION: I got to know about the competition only a few days ago. I started using POV-Ray recently (a couple of weeks ago). Experimenting with 3DStudio v.3 persuaded me to look for a proper ray-tracer. I got so fascinated by effects in POV-Ray and the images from previous competitions, that I decided to produce an image myself. Perhaps, present image is not exactly a science fiction scene (please forgive me, I had so little time), but, to my mind, Philippe Starck's "Juicy Salif" does somewhat resemble an alien, a spaceship, or a weapon. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I utilised my old object originally made with Autocad or 3DStudio. I could have used POV-Ray to create it. It's a union of a number of meshes. The object was converted to POV-Ray, rotated and copied to represent a group of aliens. The texture is similar to P_Chrome5, from metals.inc. The ground is a huge polygon with "wrinkles". Some reddish fog and clouds were added to the scene to simulate depth and "fiery explosion", which is also supported by a rather distant light source. I did not use any bitmaps here. jadyslex -------- EMAIL: leadfoot@why.net NAME: John S. Atchley TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray version 3 for 32-bit Windows TOOLS USED: Paint Shop Pro (shareware), GeoRay (self-written utility) RENDER TIME: 29 Minutes HARDWARE USED: 100Mhz Pentium laptop with 16Mb of memory, Windows95 IMAGE DESCRIPTION: The Battlestar Dyslexia. The Dyslek are extremely aggressive high-tech barbarians. They build ships and weapons of awesome power. Fortunately for the rest of the galaxy, they do have one well-known weakness... Here we see the new flagship of the Dyslek fleet as it begins to leave the spacedock at their home world of Dys. Close observers will note that about half of the gun turrets on the Battlestar Dyslexia's defense grid have been mounted backwards -- a fact the Dyslek are not likely to notice before the first test firing... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The defensive grid was generated with a utility I am developing called "GeoRay." GeoRay allows you to select from a list of multiple objects to place at the "hubs" on geodesic structures and will rotate the hubs to point back at the origin of the sphere. I simply built two identical turret objects, one rotated backwards from the other, and instructed GeoRay to randomly select one of the two turrets for each hub location. The title was added using Paint Shop Pro. This was rendered at 640X480 because 800x600 would not meet the size restrictions for this contest. jaoswarm -------- EMAIL: 72774.124@compuserve.com NAME: James O'Malley TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POVRAY 3.0 for Windows 95 TOOLS USED: POVRAY Text Editor, Midnight Modeller RENDER TIME: 6 hours 45 min HARDWARE USED: Pentium133 IMAGE DESCRIPTION: This is a scene depicting FASA Universe BattleMechs. A Swarm of Locusts is attacking a Battlemaster. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Most of it was done by hand, and bits were created using Midnight Modeller. I've been using POVRAY for about a year now, so my code isn't as tight as some I've seen. If you've got any suggestions, please let me know. jcmaya5 ------- EMAIL: jcheves@ix.netcom.com -or- 102366.230@compuserve.com NAME: Joel R. Cheves TOPIC: Science Fiction Competition COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winPOV 3.0 TOOLS USED: PovRay V3, my slightly bamaged drain, and LViewPro for signature. RENDER TIME: 4 hours 10 minutes HARDWARE USED: Pentium 133/16 IMAGE DESCRIPTION: Construction begins.. 800x600 jpeg This is #5 of my Maya Series. "The Flight of the Feathered Serpent". The gods gathered in the darkness and shaped the world... .....The Popol Vuh DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This entire image was created entirely with WinPOV version 3, using superelipsoids, quartics, and all of the other goodies that are available with this Most Excellent program! The Jaguar is a "clipped" rendering of the head, exposing all of the layers of construction. (See jcmaya6.jpg for the "fleshed out" version, which was my first thought for the contest). Hope you enjoy...They will return!! Please visit my homepages & gallery. (I am negotiating for an additional site to place ALL of my raytracing, VRML, and electronically created art, CDR's, & perhaps some scans of my watercolors, oils, and drawings!:) The other Maya Series traces may be found here... URL is: http://ourworld.compuserve.com/homepages/jcheves/mygallry.htm jcmaya6 ------- EMAIL: jcheves@ix.netcom.com -or- 102366.230@compuserve.com NAME: Joel R. Cheves TOPIC: Science Fiction Competition COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winPOV 3.0 TOOLS USED: PovRay V3, my slightly bamaged drain, and LViewPro for signature. RENDER TIME: 2 hours 22 minutes HARDWARE USED: Pentium 133/16 IMAGE DESCRIPTION: Construction begins.. 800x600 jpeg This is #6 of my Maya Series. "The Flight of the Feathered Serpent". The gods gathered in the darkness and shaped the world... .....The Popol Vuh DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This entire image was created entirely with WinPOV version 3, using superelipsoids, quartics, and all of the other goodies that are available with this Most Excellent program! The Jaguar is a "clipped" rendering of the head, exposing all of the layers of construction. (See jcmaya6.jpg for the "fleshed out" version, which was my first thought for the contest). The bozo star field was modified from V2 file by James F. Robbins Hope you enjoy...They will return!! Please visit my homepages & gallery. (I am negotiating for an additional site to place ALL of my raytracing, VRML, and electronically created art, CDR's, & perhaps some scans of my watercolors, oils, and drawings!:) The other Maya Series traces may be found here... URL is: http://ourworld.compuserve.com/homepages/jcheves/mygallry.htm jcportal -------- EMAIL: jcheves@ix.netcom.com -or- 102366.230@compuserve.com NAME: Joel R. Cheves TOPIC: Science Fiction Competition COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winPOV 3.0 TOOLS USED: PovRay V3, my slightly bamaged drain, and LViewPro for signature. RENDER TIME: 3 hours 34 minutes HARDWARE USED: Pentium 133/16 IMAGE DESCRIPTION: Another civilization, perhaps in the Plaides.. 800x600 jpeg DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This entire image was created entirely with WinPOV version 3. I was investigating the use of Atmospheric Spots, etc. and came up with this. The bozo star field was modified from V2 file by James F. Robbins Hope you enjoy... Please visit my homepages & gallery. (I am negotiating for an additional site to place ALL of my raytracing, VRML, and electronically created art, CDR's, & perhaps some scans of my watercolors, oils, and drawings!:) The other Maya Series traces may be found here... URL is: http://ourworld.compuserve.com/homepages/jcheves/mygallry.htm jgpastfl -------- EMAIL: gpareja@cica.es NAME: Jose Gonzalez Pareja TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: 3DS 4.0 TOOLS USED: Photoshop RENDER TIME: 00:04:29 HARDWARE USED: Pentium 150 IMAGE DESCRIPTION: Two Rebel A-Wing Fighters entering in an asteroid field. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The asteroids were created joining basic 3D shapes (boxes, spheres, etc...) and then smoothing the final object with the Smooth IPAS add-on. The A-Wing ship (from Star Wars) has been modeled with the basic tools of 3DS (no plug-ins), having as reference a plastic model and images from books. The textures of the A-Wing were hand made with Photoshop (no plug-ins). The stars background has been created with "Universe" software for Windows. The A-Wing model (with textures) is available at my personal web: http://www.andal.es/c3dsw/jgp/ or at Star Wars Modeling Alliance web: http://www.surfthe.net/swma/ jgpcincl -------- EMAIL: gpareja@cica.es NAME: Jose Gonzalez Pareja TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: 3DS 4.0 TOOLS USED: Photoshop RENDER TIME: 00:04:15 HARDWARE USED: Pentium 150 IMAGE DESCRIPTION: Two cloud cars patroling near Bespin's Cloud City. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The city and the cloud cars (from Star Wars) have been modeled with the basic tools of 3DS (no plug-ins), having as reference images from books and the films. The textures of the objects and the sky background were hand made with Photoshop (no plug-ins). All the models (with textures) are available at my personal web: http://www.andal.es/c3dsw/jgp/ or at Star Wars Modeling Alliance web: http://www.surfthe.net/swma/ jgpjsb ------ EMAIL: gpareja@cica.es NAME: Jose Gonzalez Pareja TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: 3DS 4.0 TOOLS USED: Photoshop, Vistapro RENDER TIME: 03:58:22 HARDWARE USED: Pentium 150 IMAGE DESCRIPTION: The Sail Barge of Jabba The Hutt. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The desert landscape has been modeled with Vistapro. First, i made a 2D design of the terrain with Photoshop (gray scale levels), and with Vistapro i transformed it to 3D. Then, i exported the image to a DXF file (it took about 20 minutes, due to complexity of the mesh), which was included finally into the scene. The Sail Barge (from Star Wars) has been modeled with the basic tools of 3DS (no plug-ins), having as reference images from books and the films. The textures of the Sail Barge was hand made with Photoshop (no plug-ins). The Sail Barge model (with textures) is available at my personal web: http://www.andal.es/c3dsw/jgp/ or at Star Wars Modeling Alliance web: http://www.surfthe.net/swma/ jgpsndc2 -------- EMAIL: gpareja@cica.es NAME: Jose Gonzalez Pareja TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: 3DS 4.0 TOOLS USED: Photoshop, Vistapro RENDER TIME: 00:05:21 HARDWARE USED: Pentium 150 IMAGE DESCRIPTION: The jawa sandcrawler. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The desert landscape has been modeled with Vistapro. First, i made a 2D design of the terrain with Photoshop (gray scale levels), and with Vistapro i transformed it to 3D. Then, i exported the image to a DXF file (it took about half hour, due to complexity of the mesh), which was included finally into the scene. The Sandcrawler (from Star Wars) has been modeled with the basic tools of 3DS (no plug-ins), having as reference images from books and the films. The lights are simulated using transparency property of materials. The textures of the Sandcrawler and the sky background were hand made with Photoshop (no plug-ins). The Sandcrawler model (with textures) is available at my personal web: http://www.andal.es/c3dsw/jgp/ or at Star Wars Modeling Alliance web: http://www.surfthe.net/swma/ jhmechs ------- EMAIL: gt2832b@prism.gatech.edu NAME: Joshua Humphries TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Imagine 3.0 TOOLS USED: Plasma v1.01 RENDER TIME: about 1 hour HARDWARE USED: 486DX4 120Mhz w/ 16 MB RAM IMAGE DESCRIPTION: This image is of a couple of Mechs (giant robots) that I modelled for a rather humorous yet economically patriotic animation I made (its pretty cool but large - 10MB in FLI format). They are in an arctic/ice environment. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I made a simple 100x100 height field with my own Plasma generator utility as the land. It turned almost perfect (as far as a flat place for the Mechs to stand and mountainous terrain in the background). I then put in the Mechs and rendered (and I made sure Imagine was in Ray-Trace mode not the Scanline Render mode which you can tell because there are reflections and shadows which Imagine cannot do unless in ray-tracing mode ). pretty simple... jhmoon ------ EMAIL: gt2832b@prism.gatech.edu NAME: Joshua Brian Humphries TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0 for DOS and Imagine 3.0 TOOLS USED: Adobe Photoshop 2.5, FractInt 19.2, SVGA Image Processor 3.0 RENDER TIME: about 1 hour HARDWARE USED: 486DX4-120Mhz, 16MB RAM, Win95 IMAGE DESCRIPTION: This image is a Lunar Airforce Transport (not that there is any air over which a force must preside but spaceforce sounded too generic) flying over the surface of the moon with the sun in the sky and the Earth just setting. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The earth image map was included with 3D-Studio v2.0 (which I used to have and kept all the nifty maps it came with - if that can get me in legal trouble than... I was just kidding ;) To create a height-map for the moon's surface, I created an image using photoshop of a bunch of random placed and random size rings. Then I applied a thick gaussian blur. I then blended these rings with a plasma cloud generated with FractInt 19.2. This created the final, almost cratered look to the height-map. I used the above map as a height_field in pov-ray, and the earth map mentioned above to make the background scene (everything minus the transport). I added a bozo (cloud) sphere around the earth to improve the realism (or attempt anyways). The starfield background was created by making a plasma cloud with FractInt and a starfield with FractInt. I then added a black->violet gradient palette file to the plasma and then used SVGA Image Processor (a simple DOS util I wrote last summer) to interpolate the two to get a starfield with that nifty nebula cloud effect. Through painful calculations (not THAT painful but...) I mapped it on a plane in the POV scene such that it would map perfectly from corner to corner of the final image (as if it were a real backdrop image). After rendering that (about 40 minutes), I used it as the backdrop for an Imagine rendering (because POV is MUCH better at landscapes but image- mapping and modeling are better with Imagine). All image maps for the transport were created with photoshop. Imagine was setup for Tracing - not Scanline - so this image WAS raytraced. The final Imagine rendering took about another 30 minutes or maybe a tad longer (I don't remember exactly but it wasn't long). This is the just the first of what I hope to be numerous entries into this months competition because sci-fi is one of my favorite topics to render. There may not be an accompanying jhmoon.zip for a while as it is big (lots of big, tough-to-compress image-maps) and my net connection is over a 14.4 and the host can only receive via Kermit (and the implementation is so lousy that I get about 2400 baud with it - :( jhshrike -------- EMAIL: gt2832b@prism.gatech.edu NAME: Joshua Humphries TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0 TOOLS USED: Adobe Photoshop 3.0, Plasma v1.01 RENDER TIME: about 1 hour HARDWARE USED: 486DX4 120Mhz AMD, 16MB RAM IMAGE DESCRIPTION: This image is of a ship which I modelled over a year ago for a video game (which has been 98% complete now for almost 7 months - I'll eventually get around to doing the other 2%). The ships are flying low in atmosphere through a valley (the height-field was generated using several filters in Photoshop and a plasma-cloud which I made with my own Plasma v1.01 utility) over a large body of water with a bright sunset in the background (boy, would a lens flare ever look good here...). DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I modelled the ship with Imagine 3.0 and exported as a DXF. Then some conversion utilities, created a large triangle mesh for POV-Ray. I made the height-field with a shareware utility I wrote a while back and altered it with Photoshop to get a valley... Everything else is pretty standard as far as rendering a sea landscape with POV-Ray... jibber ------ EMAIL: myra0002@gold.tc.umn.edu NAME: Rod Myran TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Persistence of Vision Ray Tracer Version 3.0 TOOLS USED: Paint Shop Pro RENDER TIME: 1 hour 50 minutes HARDWARE USED: Pentium 133 IMAGE DESCRIPTION: Jibber the pilot of my spaceship is wandering around in space when he notices he is by the planet Gretty and it's moon. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I started this project thinking about how to create a realistic looking doll (Jibber), but I soon found out that after about 16,000 lines of code that the image was going to be so small that it would not show all the detail. I spent a lot of time on his hands and hair. His hands are made of multiple blob objects and his hair is made of about 350 cut up torus objects randomly rotated to give the effect of real hair. The space ship was a challenge, I started out by making a blob object for the hull and then giving the hull a metallic look with an image map that I found on the internet. I had the most trouble creating the light on the ends of the wings I could not figure out how to make them look like a light for the longest time, but then it dawned on me that a Halo is the solution. The planet Gretty is a sphere with cylinders around it (for the rings). Gretty's moon is a image map pasted on a sphere. The image map that I used is an actual picture of the earth's moon. journey ------- EMAIL: jerik@execpc.com NAME: Jerry D. Morrow Jr. TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT RENDERER USED: TrueSpace 2 TOOLS USED: Microsoft Image Composer(beta), Paint Shop Pro, Microsoft Paint RENDER TIME: 37 minutes 23 seconds HARDWARE USED: 200 MHz Pentium w/32MB RAM, CL5446 video card DESCRIPTION OF HOW IMAGE WAS CREATED: I pretty much just glued a bunch of primitives together, copied, rotated, and glued some more. The textures were the hardest part. ACKNOWLEDGEMENTS: The background image is ANDROMA.BMP found on the TrueSpace2 Bible CDROM. The creator (can't tell if photo or not) is not acknowledged and the licensing agreement for the CD states non-commercial use is acceptable.Please notify me if I need to redo the image with another background. Thanks for allowing us amateurs a place for expression......Jerry Morrow. kf-goget -------- EMAIL:kent.friberg@wmdata.com NAME:Kent Friberg TOPIC:Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED:POV-Ray Version 3.00e.watcom.win32 Pentium optimised TOOLS USED:Moray2.0, Paint Shop Pro 3.12 RENDER TIME:10t 57m 18s HARDWARE USED:PentiumPro200Mhz IMAGE DESCRIPTION: Inspired by the movie "ID4" I decided to do a ironic 'down-scale'.... This is the result; picture yourselves that the 'running' little green alien says: "Hey come on ! Let's go get them !!!" -ohh yeah, now I'm scared !!!:-))) DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All the objects was modelled in Moray 2.0 *THE* best modeller for POV-Ray. (Thnx again to: SoftTronics, Lutz + Kretzschmar GbR, keep up the good work !) If you think the rendering time is somewhat high you have to consider that I use Microsoft Windows 95 and was doing other stuff while POV-Ray was rendering. Hope you like my second image delivered to YOU through the IRTC !! Acknowledgments: To Mike Nyman (http://gumby.npcts.edu/~mnyman/)::: for providing the skyline-image used as 'background'. (Thanks Mike, hope you enjoy the final image !?) kiosk01 ------- EMAIL: lucignon@rimbaud.marseille.archi.fr NAME: NO_ReaL (olivier navarro & renaud lucignone) TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winpov 3.0 TOOLS USED: none RENDER TIME: de 10 _ 25 heures HARDWARE USED: Pentium / Sparc IMAGE DESCRIPTION: le web_point est un kioske d'information. le concept est simple: grace a la puissance du web et de l'internet, le voyageur peut obtenir des informations sur n'importe quel sujet a partir de l'ecran tactile puis les imprimer. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: l'image a ete cree avec povray3.0 uniquement. un soft de capture a ete utilise pour les maps. NO_ReaL est compos_ de 2 etudiants architecte _ l'_cole d'architecture de marseille luminy (france) kiosk02 ------- EMAIL: lucignon@rimbaud.marseille.archi.fr NAME: NO_ReaL (olivier navarro & renaud lucignone) TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winpov 3.0 TOOLS USED: none RENDER TIME: de 10 _ 25 heures HARDWARE USED: Pentium / Sparc IMAGE DESCRIPTION: le web_point est un kioske d'information. le concept est simple: grace a la puissance du web et de l'internet, le voyageur peut obtenir des informations sur n'importe quel sujet a partir de l'ecran tactile puis les imprimer. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: l'image a ete cree avec povray3.0 uniquement. un soft de capture a ete utilise pour les maps. NO_ReaL est compos_ de 2 etudiants architecte _ l'_cole d'architecture de marseille luminy (france) kiosk04 ------- EMAIL: lucignon@rimbaud.marseille.archi.fr NAME: NO_ReaL (olivier navarro & renaud lucignone) TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winpov 3.0 TOOLS USED: none RENDER TIME: de 10 _ 25 heures HARDWARE USED: Pentium / Sparc IMAGE DESCRIPTION: le web_point est un kioske d'information. le concept est simple: grace a la puissance du web et de l'internet, le voyageur peut obtenir des informations sur n'importe quel sujet a partir de l'ecran tactile puis les imprimer. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: l'image a ete cree avec povray3.0 uniquement. un soft de capture a ete utilise pour les maps. NO_ReaL est compos_ de 2 etudiants architecte _ l'_cole d'architecture de marseille luminy (france) kiosk05 ------- EMAIL: lucignon@rimbaud.marseille.archi.fr NAME: NO_ReaL (olivier navarro & renaud lucignone) TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winpov 3.0 TOOLS USED: none RENDER TIME: de 10 _ 25 heures HARDWARE USED: Pentium / Sparc IMAGE DESCRIPTION: le web_point est un kioske d'information. le concept est simple: grace a la puissance du web et de l'internet, le voyageur peut obtenir des informations sur n'importe quel sujet a partir de l'ecran tactile puis les imprimer. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: l'image a ete cree avec povray3.0 uniquement. un soft de capture a ete utilise pour les maps. NO_ReaL est compos_ de 2 etudiants architecte _ l'_cole d'architecture de marseille luminy (france) kiosk06 ------- EMAIL: lucignon@rimbaud.marseille.archi.fr NAME: NO_ReaL (olivier navarro & renaud lucignone) TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winpov 3.0 TOOLS USED: none RENDER TIME: de 10 _ 25 heures HARDWARE USED: Pentium / Sparc IMAGE DESCRIPTION: le web_point est un kioske d'information. le concept est simple: grace a la puissance du web et de l'internet, le voyageur peut obtenir des informations sur n'importe quel sujet a partir de l'ecran tactile puis les imprimer. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: l'image a ete cree avec povray3.0 uniquement. un soft de capture a ete utilise pour les maps. NO_ReaL est compos_ de 2 etudiants architecte _ l'_cole d'architecture de marseille luminy (france) kiosk07 ------- EMAIL: lucignon@rimbaud.marseille.archi.fr NAME: NO_ReaL (olivier navarro & renaud lucignone) TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winpov 3.0 TOOLS USED: none RENDER TIME: de 10 _ 25 heures HARDWARE USED: Pentium / Sparc IMAGE DESCRIPTION: le web_point est un kioske d'information. le concept est simple: grace a la puissance du web et de l'internet, le voyageur peut obtenir des informations sur n'importe quel sujet a partir de l'ecran tactile puis les imprimer. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: l'image a ete cree avec povray3.0 uniquement. un soft de capture a ete utilise pour les maps. NO_ReaL est compos_ de 2 etudiants architecte _ l'_cole d'architecture de marseille luminy (france) kithrup ------- "Kithrup" by Steve Sloan EMAIL: sloan@geosim.msfc.nasa.gov NAME: Steve Sloan TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray for Windows Version 3.0 (PovWin 3.0) TOOLS USED: "Terrain Maker" was used for the heightfield, and "Wc2pov" by Keith Rule was used to convert the 3DS dolphins (from 3D Cafe) to POV 2.0 format. I have lost the name of the artist who made the dolphin models, but thank him/her for their use. RENDER TIME: 3h 53m 09s HARDWARE USED: 486 DX4-100, Windows 3.1 with Win 32s IMAGE DESCRIPTION: This image is based on a scene from the novel _Startide_Rising_ by David Brin. According to the cover blurb: "The Terran exploration vessel Streaker has crashed on the uncharted water-world of Kithrup, bearing one of the most important discoveries in galactic history. Above, in space, armadas of alien races clash in a titanic struggle to claim her. Below, a handful of her human and dolphin crew battles armed rebellion and a hostile planet to safeguard her secret-- the fate of the Progenitors, the fabled First Race who seeded wisdom throughout the stars." The damaged Streaker landed on the ocean floor of Kithrup, so the "crewfen" (the dolphin members of her crew) could make repairs while the ship was in hiding. Each fin has a work harness, with manipulator arms for repair work, and water-jet impellers for fast propulsion. In this scene, Captain Creideiki (a fin) inspects one of the ship's detector bouys, while a school of metallic-scaled native fish swims by. Streaker looms in the background. Note the two JPEGs included in Kithrup.ZIP. They were my inspiration for this scene. Fin_Sled.JPG, a picture of a dolphin wearing a work sled, was scanned from an illustration by David Cherry, and Streaker.JPG, a line drawing of Streaker, was scanned from the book. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I coded everything but the dolphins directly into POV, using CSG functions like union, difference, etc., and primitives like spheres, cylinders, boxes, and tori. Individual parts were constructed, tested, then placed into the final scene. Note the school of fish. I used while loops to create a regular 3D grid of individual fish, to simulate the natural orderliness of fish in "formation", but added a slight random offset to each fish's position, to keep their "ranks" from looking too perfect. I used metallic textures for each fish, like "New_Penny" and "Soft_Silver", because the world of Kithrup has much more metal than Earth, and its seas are full of metal salts, which are incorporated into the scales and bones of all its creatures. kithrup1 -------- "Kithrup" by Steve Sloan EMAIL: sloan@geosim.msfc.nasa.gov NAME: Steve Sloan TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray for Windows Version 3.0 (PovWin 3.0) TOOLS USED: "Terrain Maker" was used for the heightfield, and "Wc2pov" by Keith Rule was used to convert the 3DS dolphins (from 3D Cafe) to POV 2.0 format. I have lost the name of the artist who made the dolphin models, but thank him/her for their use. RENDER TIME: 3h 53m 09s HARDWARE USED: 486 DX4-100, Windows 3.1 with Win 32s IMAGE DESCRIPTION: This image is based on a scene from the novel _Startide_Rising_ by David Brin. According to the cover blurb: "The Terran exploration vessel Streaker has crashed on the uncharted water-world of Kithrup, bearing one of the most important discoveries in galactic history. Above, in space, armadas of alien races clash in a titanic struggle to claim her. Below, a handful of her human and dolphin crew battles armed rebellion and a hostile planet to safeguard her secret-- the fate of the Progenitors, the fabled First Race who seeded wisdom throughout the stars." The damaged Streaker landed on the ocean floor of Kithrup, so the "crewfen" (the dolphin members of her crew) could make repairs while the ship was in hiding. Each fin has a work harness, with manipulator arms for repair work, and water-jet impellers for fast propulsion. In this scene, Captain Creideiki (a fin) inspects one of the ship's detector bouys, while a school of metallic-scaled native fish swims by. Streaker looms in the background. Note the two JPEGs included in Kithrup.ZIP. They were my inspiration for this scene. Fin_Sled.JPG, a picture of a dolphin wearing a work sled, was scanned from an illustration by David Cherry, and Streaker.JPG, a line drawing of Streaker, was scanned from the book. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I coded everything but the dolphins directly into POV, using CSG functions like union, difference, etc., and primitives like spheres, cylinders, boxes, and tori. Individual parts were constructed, tested, then placed into the final scene. Note the school of fish. I used while loops to create a regular 3D grid of individual fish, to simulate the natural orderliness of fish in "formation", but added a slight random offset to each fish's position, to keep their "ranks" from looking too perfect. I used metallic textures for each fish, like "New_Penny" and "Soft_Silver", because the world of Kithrup has much more metal than Earth, and its seas are full of metal salts, which are incorporated into the scales and bones of all its creatures. klingon ------- EMAIL: GHJU@AOL.COM NAME: Alexander Giehl TOPIC: Sience Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: 3D Studio TOOL USED: Picture Publisher HARDWARE USED: Pentium RENDER TIME: 1 min, 2 sec IMAGE DESCRITION: The Picture resembles a Klingon Battlecruiser ( K'T'inga Class to be exact ) orbiting a planet Oh - and it's supposed to be that dark! The lights look better that way! DESCRITION OF HOW THIS IMAGE WAS CREATED: After watching Star Trek all the night long, I started modelling the Cruiser from Blueprints I got out of a Star Trek Fanzine called "Starship Design", after this used Picture Publisher to paint the texture maps and the background picture. well, I think that's all... laborat ------- EMAIL: loren@gva.es NAME: Jaime Vives Piqueres TOPIC: SCIENCE FICTION COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POVRay 3.0 (C) POVTeam. TOOLS USED: Paintbrush ((C) ZSoft), Qedit ((C) SemWare) and I ((C) MyMother). RENDER TIME: More than one night! (aprox. 13 hours. for 640x480 +a) HARDWARE USED: Intel 486-100Mhz, DX2-OD. W95 DMPI this time. IMAGE DESCRIPTION: Laboratory escene : there is a computer system with 5 brained procesors. Yes, a bit of imagination is recomended to recognize the brains, but is my best code-aproach, since I don't like to use triangle models from others (And not only for principles : I have only 8MB). The scene is not specially inspired in any picture, film or book, but is possible a non-conscient inspiration (I'm SF Read Only). DESCRIPTION OF HOW THIS IMAGE WAS CREATED: -The source is totally hand coded in Qedit with a caotic-programing style, because the scene is not finished and I'm not very methodical or patient, but this lab is one of my best in process scenes that fits the topic, and I need some objectiv comments to make the right changes. -There is not previous design in brains. The brain model was obtained by caotic methods : try randomly and inconscient experiments with #whiles, sin(), cos() and blobs, and stoping if result resembles somthing like a brain. The method can be named "The Persistence Of Ignorace". -The rest of laboratory is done with tipical features like CSG, and basic figures in the tipical ways. The only exception is the instruments and other electronic parafernalia, done with heigth_fields to save time. Is the first time I'v thinked on this use of HFs. -GIFs for HFs badesigned with Paintbrush, they need more work and resolution. The ceramic wall bump_map is done with a POV superellipsoid with z-gradient. -All textures are POVRAY defaults or modifications. -PaintBrush used to convert to JPG. -Contents of ZIP : +LABORAT.POV source for this scene. Trace it with POVRay 3.0 +other necesary files... (Gifs for hfs) -Finaly, excuse my poor english. The rest of the files come whit spanish comments and variable names. Excuse always poor quality JPG conversion. lava ---- EMAIL: weav9467@cs.uidaho.edu NAME: Tim Weaver TOPIC: Space COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 for Linux TOOLS USED: None RENDER TIME:2 hours 13 minute 37 second. HARDWARE USED: 486 DX-4 100MHZ IMAGE DESCRIPTION: This is a rendering of my girlfriend's lava lamp. It is sitting on a desk next to a window with a great view of outer space, and a nice serene blue and green planet. A nice reminder of home for the traveler. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I have only been using Povray for a short while, and I decided that I would like to play with glass textures and reflections. I started out with the lava lamp. It is just a bunch of cones, blobs, and spheres, merged, unioned, and differenced. The glass texture is a good representation of the real glass, expecally the way it distorts the objects behind it. I decided later to put it in some sort of scene, and this was the result. It was hard deciding on an object for the left side of the scene. I went from nothing, to a floating lamp, to a lamp that looked like a barbell, etc... Finally my girlfriend came up with the idea of the pendulum "clacker". lavalift -------- EMAIL: gaz@tiac.net NAME: Gustave A. Zeissig TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 3.0, compiled with libmoto ( new Motorola math library for PPC ) TOOLS USED: RENDER TIME: 2 hours 41 minutes 32.0 seconds (9692 seconds) HARDWARE USED: PowerMac 7100/80 IMAGE DESCRIPTION: This idea is based on a Lava Lamp model by Andy Moorer 09/29/95, although I have completely changed the model. I always felt that Lava Lamps were somehow "alive", and the shape has a certain ballistic look to it. Maybe all that glop inside is just waiting for the right set of conditions.....? DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The stuff inside the LavaLamp was done with blobs, including the "alien" figure. The exhaust flame is a cylindrical halo. The rest is pretty standard: water ( with concentric waves ), fog, starfield, and "moon" with a Cork texture lifegard -------- EMAIL: 0002141403@mcimail.com NAME: Pat Shaw TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: x-povray 3.00e.AIX.cc TOOLS USED: Gimp picture veiwer/converter RENDER TIME: 2 hours 2 minutes 34 seconds HARDWARE USED: IBM RISC 6000 running AIX 3.2 IMAGE DESCRIPTION: I didn't really spend any time thinking about what to draw, it just ... happened. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This image was pieced together from various pieces of POV code I've written over the years. The cart wheel galaxy in the background came from the 'Astronomy Picture of the Day' WWW site. http://antwrp.gsfc.nasa.gov/apod/lib/aptree.html likagame -------- EMAIL: 100774.3002@compuserve.com NAME: Florian Meyer TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: PoV 3.0 DOS running under OS/2 Warp 3.0 TOOLS USED: Moray 2.0, Corel Photopaint 3.0 RENDER TIME: 0 hours 22 minutes 21.0 seconds HARDWARE USED: Pentium 100, 64MB IMAGE DESCRIPTION: The universe is like a game DESCRIPTION OF HOW THIS IMAGE WAS CREATED: With my image I want to show two aliens who played check with our sunsystem. I'm 15 years old and have started working with Ray Tracing programs a short time ago. liner ----- EMAIL: sauron@cmu.edu NAME: Matthew Buckley TOPIC: science fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-RAY 2.0 for MS-DOS & 3.0 for Windows 95 TOOLS USED: Paint Shop Pro and Photoshop RENDER TIME: 1:05:12 (3912 seconds) HARDWARE USED: Pentium 60 IMAGE DESCRIPTION: A space passenger liner with transport shuttles on theri way out. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This image was created solely from POV. No modelers, no tools other than PhotoShop and Paint Shop Pro to make the textures. I got the planetary image from http://www.lancs.ac.uk/postgrad/thomasc1/render/maps.htm All was created using CSG. living ------ EMAIL: gaddism@ucsu.colorado.edu NAME: Matthew W Gaddis TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0 TOOLS USED: no tools used except to convert the image RENDER TIME: two hours HARDWARE USED: Power Macintosh 7200/120 IMAGE DESCRIPTION: This image fit the science fiction catagory in a somewhat abstract manner. There is a faint fountain visible. It is illuminated by a yellow light from above giving it a divine appearance. The only odd thing is that the fountain is not running, why because of technology. A little theary which I think about is that technology (refering to that in some science fiction) is destructive to the arts and religion. In short it is not a political statement against science fiction but more against the excessiveness of technology. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I have only been rendering for five months and about two of those using pov-ray 3.0. I believe that one important aspect of rendering is the use of lighting and so that is what I have been focusing upon. Initially the atmospheric effects were not included in the file, the aqua light was surrounded by a sphere which cause the light to make funky patterns on the objects like the light from a swimming pool illuminating walls at nighttime. But then I played with the atmosphere and got some really neat effect which were moving in a sense. lkmarv ------ EMAIL: ai108@rz.tu-ilmenau.de NAME: Lars Krueger TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 3.0 TOOLS USED: lifeform ( private tool, email if you want it.) HARDWARE USED: Pentium 133 MHz IMAGE DESCRIPTION: My favourite scene from "The Hitchhiker's Guide to the Galaxy" Part 3 "Life, the Universe and Everything.". It is the scene where Marvin tries to stop the Frogstar scout robot, that gets so angry about the humans who left Marvin to save their lifes, that it takes out the ceiling with its electron ram. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The hole in the roof is a julia fractal colored Pink. Everything else is just standard. lpthrone -------- EMAIL: lpurple@netcom.com NAME: Lance Purple TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV 3.0 for Windows 95 TOOLS USED: paper/pencil only RENDER TIME: about 2 hours HARDWARE USED: 486 DX66 IMAGE DESCRIPTION: A high blue crystal throne overlooking a shattered moon. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: At first, I wanted to re-create a Frank R. Paul painting, showing a city on Callisto with a big Jupiter above, and blue-skinned people swimming around a giant fountain, etc. By the start of October, I rejected this as too ambitious and unoriginal. I had put together a nice-looking Jupiter model, though. I was reading the newsgroup, and saw a post asking about how to use some paint program's "crystallize" filter. It occurred to me that it'd be really cool if there was some filter for POV to make 3d objects look like they were made of crystal. Coincidentally, the radio was playing an old 70's song "Crystal Blue Persuasion". The sign was obvious. I started manually converting a Windsor chair model I had, into a crystalline throne, and it looked extremely cool. The rest of the scene just sort of came together after that. I came up the shattered moon at the last minute because the rest of the scene was almost perfected, but Jupiter was just too garish looking. I never did figure out how to fix the stray ring artifact on the stones around the plasma lamp... lsaber ------ EMAIL: michaelg@alpha2.csd.uwm.edu NAME: Michael Guslick TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3 for Linux TOOLS USED: Graph paper, pencil and a few curse words RENDER TIME: 46 hours 25 minutes HARDWARE USED: AMD 386DX-40 IMAGE DESCRIPTION: "It is the weapon of a Jedi Knight..." This is my own lightsaber design, created for a Star Wars roleplaying game that I'm in. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The whole thing started out as doodling during one of my more boring classes. I actually drew most of it up on Cadkey and FastSolid (an ACIS-based solid modeler for Cadkey) to see if I really liked the design. I tried rendering it in Trispectives, but I wasn't very impressed with the output (besides, I hate using Windoze...). So I thought I'd give Povray a try (yes, this is my very first work with Povray!). Trispectives does allow you to output a file in Povray 2.x format, so I gave that a try. Well, Povray 3 did not like the file at all. It gave me a lot of warnings while parsing and finally gave up at the end. I took a look at the file (about 1.5 megs!) and saw that it was chock full of these "smooth_triangle" thingies.... Hmm... Looks like I need to learn how to use POVRAY and just rebuild the whole thing.... I started by taking the CAD drawings that I had made and made a ton of grid lines over the various views of the model. I then started typing everything in, starting with the easy stuff (the cylinders used to make up the rear). Everything on the lightsaber was created using CSG, as I can't comprehend doing a model any other way... I threw a halo in for the blade very early on, and I was impressed with how good it looked. After a point, I had gotten comfortable enough with POVRAY to improvise various features that I hadn't originally thought of (like the dimples on the two copper colored rings on the focusing head). I added a few little LEDs to the activation button housing as well, but I'm not real pleased with how they turned out - note the little fringes of red at the tips of one of the green LED triangles - I'm not sure why they appeared there (any ideas?). I played with a lot of different metal textures (practically every one that came in the .inc files) and finally settled on a few different chromes, a copper and a bronze. I used just a little bumpiness on two of the chrome areas of the main body to give a break from the straight metal finishes on the other parts. I had originally planned on doing a very worn finish (like a plated metal flaking off of a slightly different base metal), but I haven't figured out how to do that yet... I also wanted to make the brown handgrip look like leather or finely textured vinyl, but I settled on using a wood texture - at the camera distance, you can't tell that it's wood anyhow. Then I needed a floor. I wanted to do something that looked like the shiny black floors of the Death Star, so I made a bunch of big flat superellipsoids and a simple plane for the grout. I gave the tiles a very gentle bump setting to distort the reflection slightly and used the F_Metal_C finish to give the tiles a nice shiny look. Throwing in a few scuffs & scrapes on the floor might make it a little more realistic, but I'm also not quite sure as to how I'd do that.... For lighting, I simply used two point lights. I thought it looked pretty good, even though I had originally planned much more complex lighting. Unfortunately, my 386 isn't quite up to the task (extra lighting seems to be more of a drag than antialiasing). So there you have it - my first decent Povray rendering. Not exactly great, but I'm still working on it.... May the Force be with you, - Michael P.S. - Has anyone out there come up with a utility to export .SAT files to .POV files? Trispectives' .POV abilities are broken at best... lunar ----- EMAIL: whitlow@lexton.mindspring.com NAME: Eric S. Whitlow TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 2.2 TOOLS USED: Moray v2.02.wat RENDER TIME: 2 hr. 51 min. 43 sec. HARDWARE USED: IBM PC 486 IMAGE DESCRIPTION: LASAR (Laser Assisted Soil Analysis Rover) DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I used a heightfield for the landscape, two bezier patches for the radar and scoop, and the rest is merely simple shapes. lwarrior -------- EMAIL: mwhite@redshift.com NAME: Marty White TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Visual Reality TOOLS USED: Autocad LT version 1.0, Visual Editor RENDER TIME: Three minutes and fourty five seconds HARDWARE USED: Pentium 100 with 64 megs of memory IMAGE DESCRIPTION: Alien visitor on Earth This is my first attempt at an alien creature, it has interesting textures. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: It was constructed within Autocad LT and then imported to the Visual Editor. The model of the alien took the biggest amount of time to create, and the surrounding terrain was an imported dxf file which was used to recieve the texture of the ground, small pool of water and bushes. I can only say it may have turned out better with more time. But with school and work where can I find it. marsa5 ------ EMAIL: hmartin@teaser.fr NAME: Herv_ MARTIN TOPIC: SCIENCE-FICTION COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT RENDERER USED: RENDERAY 2.0 beta TOOLS USED: FRACTINT RENDER TIME: 8 h (960x600) HARDWARE USED: CYRIX 120+ RAM 32 mo HD 2,5 go IMAGE DESCRIPTION: marsa8 ------ EMAIL: hmartin@teaser.fr NAME: Herv_ MARTIN TOPIC: SCIENCE-FICTION COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT RENDERER USED: RENDERAY 2.0 beta TOOLS USED: Photoshop (Height-field) RENDER TIME: 35 h 52 (960x600) HARDWARE USED: PENTIUM Overdrive P83 RAM 20 mo HD 420 mo IMAGE DESCRIPTION: Height-field file created using the lens filters of Photoshop ( applied on a black background) martians and Phobos's trees created with Renderay's modeler marvin ------ EMAIL: mein@cs.umn.edu NAME: Kent Mein TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: 3.0beta for SGI TOOLS USED: the gimp,xv, xpaint RENDER TIME: (render for imagemap 6m43s, render for finished product 17m26s) 24m9s HARDWARE USED: SGI INDY 133 MHZ (R4600) IMAGE DESCRIPTION: Since I saw a comment somewhere that said most "good" raytracings are images that look "real" So I figured I'd try something that did not. You may have to adjust The gama in this image because I rendered it on an sgi and a linux machine, when viewing on a machine with lower display quality it looks dark. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Everything is pretty much straight forward. I did the ground (mars.inc) As a heightfield using crat_dat.pov to get my heightfield image. I got the idea from the pov3demo/other directory. I think it was easyer to use than doing something like terrain maker. However its a little more involved and not very intuitive. The earth (sky.inc) is just a textured sphere. I created the texture with the gimp (a paint program) Its not very fancy but I think it did the trick. The stars (also in sky.inc) are a while loop with 4 random numbers one for radius of the sphere and the other three are rotations to off set the stars. The sign (sign.inc) is just a couple of differences to remove the text objects from the solid sign. The Large gun off to the side (gun.inc) and Marvin himself (marvin.pov) are half blob objects and half csg with the basic primiatives. These two objects are probably the coolest part of the picture. Neat parts on the gun are the sign, which is an image map (acme.gif that I created with the gimp) Notice that its put once on a sphere as a plane. (So the rest of the sphere is invisable) The big blue sphere below it is part of a blob. I use one other image map on the gun that is the earth in the crosshairs (crosshair.gif) This is just a grab of a previous rendered earth and added in red lines to form the crosshairs. The neat bit about marvin is the hair. I choped up a torus, then put 5 of these hairs togeather to form a row, and then did a few row objects. one direction and then a few the other direction. The other hard bit is the red part of his body is all a big blob. You have to offset everything so you don't get large sphere shaped objects at joints like the knees or elbow's. At someplaces I even made them seperate blobs so that it still looked like the meshed togeather smoothly. It makes working with blobs alot easyer. The ship off to the left of the image is the biggest object, its mostly csg but I used the modeler ac3d to do the wing objects which are just an extruded polygon. I also tried doing the carrot decals with ac3d however the resulting files were too big for pov. So I resorted back to csg by hand. (carrot.inc) To rebuild everything you'll need to do a do_pov crat_dat.pov and then a do_pov marvin.pov, Or an equivelant. mcbcrash -------- EMAIL: mbrown@spry.com NAME: Matthew Corey Brown TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 3.0 for linux TOOLS USED: hf-lab RENDER TIME: 16 hours 37 minutes HARDWARE USED: 486 DX2-50 IMAGE DESCRIPTION: Welcome to the Office of ALien Technology (OAT) This agency was established after the ALien invasion of 2012. Behind you you will notice the Alien Mothership, at rest in it crash postition. Don't worry too much about those enginees are on we have been assured that it is perfectly safe to have them on. (Not to mentionion that fact we haven't figured out how to turn them off. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I pratically drooled when i found out that this month was science fiction.. thats the sorta thing i like to do. However I wasn't satisfied with any of my space scenes i had created so far so i didn't want to do a space scene (wich i'm sure there will be plenty of those) The landed mothership of V the series kinda stuct out in my head and the building where i had my interview for my new job did also. Mostly cause the glass made an almost perfect mirror of the late afternoon sky. The building is just a few boxes with graident texturemaps for the glass/building material differences. And a door tacked onto the bottom. The sign is just an intersection of of a box and a text object the lamps are just a couple of cylinders and cones the small ships in the refllection is a poor attemtp of a shuttle craft (mainly a last minute addition to balance the scene a bit and to try to show scale The huge mother ships main hull is a bunch of sphere cutout and scalled. The texture given its wird look by using a dents normal average with crackle with lots of turbulence the use of wrinkles and pigment_maps help the creation of relatistic clouds be much easier. EVerything has been wrtten by me except for the water texture which i lifted from pov3demo/showoff/sunset3 thanx so much to Dan Farmer for such an excelent water texture.. Which is also the place i got the idea for using wrinkle for clouds.. Thanx again Dan. mech ---- EMAIL: ppirrell@pegasus.montclair.edu NAME: P.J. Pirrello TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: 3DS TOOLS USED: Photoshop RENDER TIME: 1 hour 15 minutes HARDWARE USED: Pentium DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The mech is made mostly out of simple shapes, boxes, cylinders, spheres, and hemispheres. The arms are the only really complex objects. The elbow joints are made of four spheres attached to one another, and then bent to form the joint. The guns are made of boxes and cyliders (both smooth edged, and flat) The barrel was hollowed out by creating a cylinder, and subtracting it from the barrel using 3DS' Boolean object command, and a similar method was used to make the notches on the sides of the guns, and on the clip. All textures were made by first rendering an individual object, on a black background, from one of the main views (top, right, or front) and then editing the image in photoshop, and applying the image to each object individually. microsrg -------- EMAIL: libelle@webbwerks.com NAME: Samuel J. Goldstein TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Strata StudioPro/Blitz 1.75+ Raytracer TOOLS USED: Strata StudioPro/Blitz 1.75+ Modeller, Form*Z Modeller, Adobe Photoshop 3.0.5, RENDER TIME: 16 minutes and 17 seconds HARDWARE USED: PowerMac 8500/120 with 48M RAM, 280M Virtual RAM IMAGE DESCRIPTION: Micro-Surgery. In the future, we'll combat viruses by injecting swarms of microscopic robots into the blood stream. They'll be fast enough to avoid the body's own defenses. They'll be equipped with implements of destruction to render viruses harmless. Their primary mode of attack will be to damage the protein packets (coat proteins) that line the viral invaders and that enable the the viruses to connect to and attack the body's cells. Once the virus is rendered inactive, the body's natural immune system (primarily the T-cells) will mop up what's left. This scene shows a small force of microscopic robots attacking a virus. (Like many viruses, this one has a basically icosahedral structure, although it's hard to recognise from the view in the picture. The arms that spiral off of each face of the icosahedron are the coat proteins.) I may have some of the micro-bio wrong. Damn it Jim, I'm a Web-designer, not a doctor! DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The Virus itself was modelled with a co-worker's copy of Form*Z. It consists of 20 helices, each one emerging at an angle from its specific face of an icosahedron. Form*Z makes modelling something like this almost trivially easy. This is just a hobby, but if I could justify the expense, I'd buy Form*Z in a minute! The rest of the scene was modelled in Strata Studio Pro/Blitz. The techniques used were all quite straight-forward except for: - the bubble streams. I tried actually modelling bubbles using spheres, and it was not only incredibly slow, but didn't look very good. The fact that they refracted correctly (using the assumption that blood has an index of refraction roughly of a 20% water/sugar solution, or IR 1.36) didn't redeem them. So I cheated. The current bubbles are bump-mapped and transparency-mapped dots on a big triangle. - The saw blades are an image-map and a matching transparency map on a very short cylinder. Again, when I actually modelled the saw blade, it generated an outrageous number of polygons, and didn't look half as good as the final saw blade. As a friend who does CGI professionally told me, production computer graphics are all about cheating. All of the textures and objects are original, and were created in October for this competition. I'd be happy to share the model file with anyone who requests it. It's about a meg and a half. ___Samuel___ mishap2 ------- EMAIL: ingo@ibm.net NAME: Ingo Guenther TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: PoV 3.0 DOS running under OS/2 Warp 3.0 TOOLS USED: Moray 2.0, 3D Studio 2.0, Impos2 2.0 RENDER TIME: 52 hours 13 minutes 57.0 seconds HARDWARE USED: Pentium 100, 64MB IMAGE DESCRIPTION: After reading the topic my first idea was that it had to be an alien invasion scene. I remembered a funny story I read a long time ago, where the invasion is wrecked because the aliens had totally underestimated the size of anything here on earth (I think they all were killed by someone stepping onto them, but I'm not sure). So, here is my variation on this theme. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The final scene was built in Moray 2.0 with objects coming from several sources: - The burger, the paper and the basic grass objects were modelled with 3D Studio 2.0. - The little stones were created with Blob Sculptor for Windows 1.0. - Everything else was modelled in Moray. - The hull SOR was designed by hand and converted to a Moray UDO object by a little self-written program. - I also used a primitive program that converted the sphere based fully movable alien arms and legs into blob objects after they were in the correct position. - Bumpmap and heightfield were created by the combination of Corel Draw and Impos/2. Except from the house in the background, everything was created for the contest. There should have been focal blur and a little bit of atmosphere (looking like morning haze) in the final render, but after testing this I recognized that it most probably would have finished two weeks after the contest expired. My fault, I know... ...I never get something done in time... ;-) If anyone is interested in the *.MDL or *.POV sources, please feel free to contact me. I didn't send them with the picture because of their size. ******************************************************************************* SORRY - I uploaded the JPG file as ASCII first time. Here's the correct one. Please delete mishap.jpg and mishap.txt, Thanks! Sorry for the inconviniences... ******************************************************************************* mjkaero ------- EMAIL: m-kolb@uiuc.edu NAME: Michael J. Kolb TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0 for Windows (1.0) TOOLS USED: LViewPro (file conversion) RENDER TIME: HARDWARE USED: Pentium 75 MHz 24 MB RAM IMAGE DESCRIPTION: Remember the aerobraking scene in 2010? I wanted to create an image of an object entering the upper atmosphere of another world. I kept Jupiter with its layered atmosphere and many moons in mind, but other than that there's no specific references to any extraterrestrial object -- real or syndicated -- in the image. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Turns out this scene has about as much style as a C script. The stars, SkyBlue upper atmosphere, and Bronze mid-atmosphere are actually created as a sky_sphere object (keep it simple, stupid). The two moons are simply textured spheres. The "ship", as I think of it (it looks more like a regular old meteorite) is a combination of two halos within a Clear CSG object. Finally, the clouds (which were very freakin' tricky!) are made by creating a series of halos (with a #while loop) inside a generic flat Clear box. Adjusting the settings on the cloud halos took up the bulk of the design time. The scene was rendered using POV-Ray 3.0 for Windows (release 1.0) at 800x600 resolution with anti-aliasing set to (0.3). No large, faceless corporations were harmed in the creation of this image. For more information on me, check out: http://www.cen.uiuc.edu/~m-kolb/ mrakan3a -------- EMAIL: miroslav.hundak@fer.hr NAME: Miroslav Hundak TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0 for Windows TOOLS USED: RENDER TIME: around 5 hours HARDWARE USED: Pentium-100, 16 MB RAM IMAGE DESCRIPTION: The year is 2352. People have fought many wars among themselves during the "transition period", over many disputes characteristic to human race, and eventually got scattered away on many planets in nearby habitable solar systems, with shortage of food and planty of minerals and alloys, except for those few lucky worlds that had the atmosphere and geosphere good enought for genetically improved plants to grow. Many worlds and poeple were starving, because after the wars, the trade was poor and rare. And when pople are hungry, they are unhappy. And when people are unhappy, the government is unhappy. And when government is unhappy it sends unhappy people to war. Why? The wars are very good solution for government that has unhappy citizens, because the war stimulates economy, industry, and generally makes people very busy. But it also get's people killed. Therefore, the humans from the ancient world known as Earth, who posesed the most advanced technologies, deviced multipurpose robots, mainly used for destruction and obliteration of the enemy forces and structures. In this image you can see three of these killer machines, two of them in action, and one of them fircly looking at you, trying to make up its mind. They were deployed on planet known as Darelay, in order to destroy enemy's supply lines, but what mayhem they did nobody will ever know. In the background you can see some sort of a castle, the usual type of building on the Darelay, where people have a taste for medival architecture. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: It all started with a mathematical representation of connected spine elements. Gradually I added more and more things on the spine, like: ribs, hands (all four of them), weapons, tail, legs, and in the end a head. After that I went on to the making of the scene. I put three bots, two in the distance, in action, shooting at something, and one in the front as a center-piece of the whole story. In the background I put a hibrid sky-sphere, then some height-fields, and finally some towers and walls that I made long time ago for a castle that was never made. I tried to make the scene and objects look as good as possible, but using only the pencil, paper, and ofcourse POV-Ray 3.0 for Windows left me with simple objects, and I kept them that way. Even though every part of the bot can be improved and made better, I didn't do it because I had no time for perfection. mutins ------ EMAIL: tlyons@gnn.com NAME: Terry Lyons TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPITIION COPYRIGHT. RENDERER USED: povray 3 TOOLS USED: none RENDER TIME: 1hrs 10 min 4 sec HARDWARE USED: 66mhz 486 IMAGE DESCRIPTION: Mutins DESCRIPTION OF HOW THIS IMAGE WAS CREATED: this is a "cover" for my 9yr old story. he descirbed the "mutins" and together we came up with this picture. ncc1996 ------- EMAIL: wilkie@intplsrv.net NAME: Benny Wilkie TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 for windows TOOLS USED: RENDER TIME: 4 hours 31 min. HARDWARE USED: IBM Clone with AMD 486DX4/133 16 Meg ram IMAGE DESCRIPTION: I am a big Star Trek fan so this is a ship in the Star Trek universe. It_s my idea a what a small scout ship or gunboat might look like. It also might make a good private yacht. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This is my first complete raytraced image so it was mostly trial and error (lots of error!). There is nothing complex or fancy about it, it_s just basic shapes and colors. The texture on the saucer and nacelle are gif images and the stars are also a gif image. I_m not really finished with it. The planet.....star? is just a red sphere and if you look at the underside of the ship you will see that the saucer and nacelle aren_t actually attached to each other, but from this angle you cant see that. nebulosi -------- EMAIL: jtanner@wpi.edu, spanky@wpi.edu NAME: John Stevens & Jonathan Tanner TOPIC: Science Fiction COPYRIGHT: WE SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 TOOLS USED: Form 0.5, HF-Lab RENDER TIME: 13 hours HARDWARE USED: Cyrix 6x86 120 IMAGE DESCRIPTION: This scene takes place on a remote world, depicting the last memories of a lost civilization. The single rose is symbolic of the once vibrant race that inhabited this planet, the toy ship is indicative of this races pioneering spirit. The chalice is a ray of hope, in that one day life will be returned to this planet. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: We started the scene from the background and worked towards the foreground. We first created a Universe sphere containing the star and galaxy background. The next step was to create the mountains, moon, dying sun, and nebula. The moon is lit by a series of spotlights, and the nebula is a composite of about 8 halo objects. The mountains were created using Pov-Ray and HF-Lab. The midground consists of a medley of cylinder, disc, and box differences. To add to the effect, a toy boat was added, as well as the rose and fountain objects. The fountains and rose were generated using Form. The immediate foreground was created by a hybrid use of Pov-Ray and Form. The chalice object consists of approximately 10000 spheres and a lathe object. The banister was made with an image and bump map, can you guess the language? We then went back and embellished the scene, as can be seen with the ground inversion fog and plethera of posts. All in all, about 100 man hours were put in. nefx-8 ------ EMAIL: hmartin@teaser.fr NAME: Herv_ MARTIN TOPIC: SCIENCE-FICTION COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT RENDERER USED: RENDERAY 2.0 TOOLS USED: Corel Photo-Paint 6 RENDER TIME: 1h 44 (960x600) HARDWARE USED: Cyrix P166 RAM 32 mo HD 2.5 go IMAGE DESCRIPTION:Inspiration: Independence Day no modeler used, all csg operations created in script mode. The background image was created using the Julia Set Explorer in Corel photo-paint 6, with the application of a noise filter (stars) neighbor -------- EMAIL: harriman@teleport.com NAME: Neil Herriford TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION RENDERER USED: PovRay for Windows 3.00e TOOLS USED: PoVSB (Versions 0.99i and 0.99j), Texture Magic .94, Wcvt2pov 2.7 beta 3b RENDER TIME: (Approx.) 1 day, 13 hours, 55 minuets, 37 seconds HARDWARE USED: Pentium 166 with 32 megs RAM IMAGE DESCRIPTION: Ranger Sykes holds his ground as a building explodes from a laser blast behind him. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Almost 100% of the scene "There goes the Neighborhood..." was modeled from completely within PoVSB. About one quarter of the bricks exploding outward in the scene were hand placed from within PoVSB. On the space ranger himself, I cut a lot of corners which lead to file bloating. For example, I used PoVSB's Lathe object (a large conglomerate of smoothed triangles) for the ranger's arms, legs, and torso, as opposed to using PovRay's own Lathe, so that I could see a quick preview of the scene in PoVSB's OpenGL preview. There is also in this scene about half of a block which cannot be seen. I was planning to use my ranger in an animation, but that project never materialized. This explains the scenes somewhat bloated 6.05 megabytes. The more complicated textures were created in Texture Magic v.94, and most of the others were written by myself by hand. Overall, I was satisfied with the output. Focal blur adds some depth, but increases the rendering time drastically. new02k ------ EMAIL: gpateman@attmail.com NAME: George J Pateman TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POVRAY 2.something TOOLS USED: Just POV RENDER TIME: 10-12 days HARDWARE USED: NCR 3333 486DX IMAGE DESCRIPTION: NEW02K ("Planet Nursery") depicts an imaginary place where planets are created. Three floating camera robots ("Portacams") examine one of the "incubators". DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Brute force. No modelers or imagemaps were used. the robots and planet are separate .INC files (which you may feel free to use). The .ZIP file contains a small .POV source file to trace a closeup of one of the Portacams. Also included is GRIDS.INC which I used to measure the Portacams during development. If you change the position of the Portacam arms, the flash units remain pointed at the same place. nitemare -------- EMAIL: zelonka@globalserve.on.ca NAME: Ben Zelonka TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 3.0 MS-DOS TOOLS USED: TexMagic v.94 RENDER TIME: 6 hours 54 minutes 54 seconds HARDWARE USED: Pentium 133Mhz 16Mb RAM IMAGE DESCRIPTION: "Kirk's Nightmare" The Enterprise has been boarded! Life support is failing and the intruders have reached the bridge. There's nothing you can do as the unknown assailant- his face covered by an environment suit- raises his weapon and fires... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The Space Suit was designed to be fully articulated, each joint placed relative to the last. Example: joint 2 of a finger is rotated into the desired orientation, translated the length of joint 1, then rotated identically to joint 1. This means you don't have to worry about lining up joints manually, you just need to keep all of the rotations matching (or you could use String Identifiers to control all the connected rotations at once). The Bridge is made up of several CSG templates based on my "official" blueprints, the halos and lighting were mainly trial and error though. oberonb9 -------- EMAIL: hmartin@teaser.fr NAME: Herv_ MARTIN TOPIC: SCIENCE-FICTION COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT RENDERER USED: RENDERAY 2.0 beta TOOLS USED: RENDER TIME: 12h (960x600) HARDWARE USED: Pentium Overdrive P83 RAM 20 mo HD 420mo IMAGE DESCRIPTION: Renderay's modeler used for martian female oosquad ------- EMAIL: ripclaw@cc.gatech.edu NAME: Onome Okuma TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Pov-ray 3.0 TOOLS USED: Moray 2.0, Paint Shop Pro RENDER TIME: 4 hours 47 minutes 56 seconds HARDWARE USED: Pentium 100MHz IMAGE DESCRIPTION: This is an image of a squadron of ships flying past a planet. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The ship was created by hand mostly, but parts of it were modelled in Moray. The ship and all its parts are CSG using the various Pov-ray primatives. There are a couple of Bezier patches in there though. The engines and vents were created using halos. The engines are on the rear, so they are not visible in this image. The nebulas in the scene are also done with halos. pitstop ------- EMAIL: steve@g7mrp.demon.co.uk NAME: Steve Attwood TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 2.2 TOOLS USED: Cyber Sculpt 1.1, Display 1.87b, Paint Shop Pro 3.12, 3D2POV 1.8 RENDER TIME: 1 hour 30 minutes HARDWARE USED: Pentium 60MHz 8Mb RAM, Atari 520STFM 4Mb RAM IMAGE DESCRIPTION: Title: 'Pitstop' - A starship refuels from an energy pyramid left by a long dead civilisation more than 10,000 years ago. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All the models in the scene were modelled using the Cyber Sculpt package on the Atari ST. The .3D2 file was converted to an .INC file for use in POV by 3D2POV. The pyramid was saved seperately in a different file to retain it's hard edges. The two seperate .INC files were then joined together in Write. 3D2POV converts Cyber Sculpt .3D2 files into POV-Ray smooth triange .INC files, some of which can be very(!) large. Textures were then created using a variety of paint packages, which are tileable and code (image maps) was added to the .POV file generated by the 3D2POV program to apply the textures to the surface of the spacecraft and pyramid. A grey scale 'tile' was also applied (as a bump map) which is just a number of overlapping grey blocks to give the impression of irregular surfaces and bolt-on panels. A plane was added for the background, using an agate texture and a custom colour map for the sky. The 'energy funnel' coming from the spaceship down to the top of the pyramid is an agate texture and using colour white and transparency (filter values ranging from 0.85 to 0.985), gives the impression of a cone of energy that the starship is drawing off the pyramid. The image was finally rendered, requiring a 20Mb swap file and one and a half hours to raytrace with anti-alaising set to 0.3. A copyright message was added using Paint Shop Pro, and the image was converted to JPEG format using Display 1.87b with the quality set to 100%. Steve-----> 20th October 1996 This is image can also be seen among others at my WWW Gallery:- http://www.g7mrp.demon.co.uk/dwsteve.html planetx ------- EMAIL: voyager@redestb.es NAME: Lorenzo Quintana TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0 MS-Dos version TOOLS USED: BLOB SCULPTOR 2.0, TERRAIN MAKER 1.1, Moray V2.0, Paint Shop Pro Version 3.12 (32 Bit) RENDER TIME: 2 hours 41 minutes HARDWARE USED: Pentium 100, 8 MB RAM I_m sorry, I_m from Spain and I don_t speak english very well. So, here you have the description in spanish. IMAGE DESCRIPTION: Despues de saber que el tema era ciencia ficcion empece a pensar en monstruos extraterrestres y planetas desconocidos. Mas tarde se me ocurrio la idea de los tres astronautas ( uno esta dentro de la nave ), que despues de tanto esfuerzo y tantas ilusiones por colonizar un nuevo planeta tienen que salir corriendo. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: El monstruo esta formado basicamente por dos blobs modelados con Blob Sculptor, el height field con Terrain Maker y la mayoria de los objetos y las texturas con Moray. La bandera, el ojo y el cartel estan dibujados con Paint Shop Pro. Tambien he utilizado el Bloc de notas de Windows para editar el archivo pov final, retocar algunos objetos y poner cada cosa en su sitio. Me hubiera gustado disponer de mas tiempo para mejorar la escena, ya que hace muy poco que utilizo POVray 3 y todavia no he aprendido algunos comandos. prepare ------- EMAIL: docbrown@netwalk.com NAME: Edward Wedig TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0beta RENDER TIME: 1 hour, 29 minutes @ 800*600 HARDWARE USED: 486dx4/120 w/8 megs RAM IMAGE DESCRIPTION: "Prepare to die!" DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This image was almost created by accident. It started out as a test placement for the robot for another scene, and it grew from there. Once I had the robot in place, I added the background sky, mountain, fog, etc, to flesh out the enviroment. raml001 ------- EMAIL: lowellr@globaldialog.com NAME: Robert Lowell TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winpov 3.0 TOOLS USED: Plant05 RENDER TIME: 4 Hrs 50 Min HARDWARE USED: Pentium-166 IMAGE DESCRIPTION: It's NOT a flying saucer !! From Vanishing Point by Michaela Roessner. "It happened one night, without warning: 90% of the human race disappeared without a trace, Vanished. There were no portents, no bodies, no clue as to were they went or whether they would ever return." The book's main theme was of parallel universes which also explains the picture. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The whole thing is smoke and mirrors lots and lots and lots of mirrors. This is my "Hello worlds" picture. All shapes are very basic as this is a learn as I go deal. relaymjh -------- EMAIL: mjhammel@csn.net NAME: Michael J. Hammel TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray 3.0 for Linux TOOLS USED: geodome, genf, hflab, graph paper, ruler, mechanical pencil RENDER TIME: Time For Parse: 0 hours 0 minutes 45.0 seconds (45 seconds) Time For Trace: 10 hours 33 minutes 36.0 seconds (38016 seconds) Total Time: 10 hours 34 minutes 21.0 seconds (38061 seconds) HARDWARE USED: 486DX2/66, 48M memory IMAGE DESCRIPTION: A lonely outpost somewhere in the middle of a space faring civilization. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: There are a number of parts to this image: the planets, the moon in the foreground, the stars, the radio dishes, and the city-dome and connecting tubes. The planets were originally in another image I had done called ss-one. The only thing that remains from that image are the Saturnian rings of the main planet. I didn't change this at all. The saturnian planet, the bright planet to the right, and the moon of the secondary saturnian planet were all in the original image, but their textures were greatly modified for this image. The main saturnian planet has 3 layers, each with its own set of textures applied. It also has an internal light source to make it brighter. Getting the textures right took about 2 weeks of trial and error. I'm still not quite satisfied - I'd like a little more swirl in the clouds instead of the long, thing whispy clouds I ended up with. The foreground moon was a simple heightfield created using John Beale's HF-Lab. It only took about an hour to create it, add some craters and fit it into the overall image. Considering the important role it plays I'd say that was time well spent. The stars are a series of boxes far off in the distance with a series of bozo textures applied. There is a little too much red and blue in there, but I thought something besides plain ol' white stars would be more interesting. The radio dishes were modelled by hand using graph paper. They were also in that other image but used in a much different way. The dishes are geometrically correct, so positioning them was actually pretty easy. I used some of POV-Ray 3.0's conditional statements to create all 10 of the dishes and randomly rotate them based on which side of the array they were on. The dishes are supposed to be relaying from one direction to another. I have no idea if this makes any sense from a physics point of view. The city dome and the radio dishes maintenence dome are made using the geodome utility. The city dome has a glass dome covered by a wire frame dome and actually sits in a crater of the moon. I don't think its an exact fit - if you view it from above it might not look right. The objects inside the dome are just to show an interior section - there are a couple of truss objects made with my genf tool and some simple boxes and spheres. There are also a series of 12 lights around the interior of the dome that are not visible but which provide the light to make the inside of the dome visible. The connecting tubes are simple cylinders connected to some boxes that act as anchors for the radio dishes. I think the two most important aspects of this image are the textures used on both the planets/rings and the city dome (see the reflected stars in the dome?) and the use of lights. The latter is one item often overlooked by newbies, IMHO, because it adds alot of time to the rendering. Questions or requests for the source can be sent to mjhammel@csn.net. ring-jw1 -------- EMAIL: rootbear@rahul.net NAME: James W. Williams TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Larry Gritz's BMRT 2.3.3 TOOLS USED: custom software to generate RIB files. RENDER TIME: 5:22:31 HARDWARE USED: Pentium Overdrive 83MHz, in a 486VLB board, 48MB RAM IMAGE DESCRIPTION: This view of Larry Niven's Ringworld displays the surface of the Ringworld in daylight and in the artificial night created by the Shadow Squares, not visible in this view. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This image is a study in procedural textures. fBm noise was used to create the Ring surface textures and the star patterns. The soft shadows were created by using area lights for the Sun. The Sun is divided into six pieces to make this work correctly. There is very little geometry in the scene. Only the cylinder of the Ring and the sphere for the stars are visible, although there is other geometry not visible in this scene, such as the shadow squares and the sun. rockets ------- EMAIL: 93johnst@scar.utoronto.ca NAME: Darcy Johnston TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 for Windows TOOLS USED: HFLab, Corel Draw RENDER TIME: 23 minutes HARDWARE USED: Pentium 166 IMAGE DESCRIPTION: Two Lego minfigs on a distant planet, checking out the status of a couple of rockets. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The Lego pieces and minifigs were created by hand over the last year, with some pieces being made just last week. HFlab was used to create the terrain. The Lego space suit logo and minifig's face were made with Corel Draw, although any regular paint program would have worked fine. rtstat01 -------- EMAIL: rthomas@HiWAAY.net NAME: Robert Thomas TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray for Windows 3.0 TOOLS USED: Micrografx Photo Magic (format conversion) RENDER TIME: 4h 05m 56s HARDWARE USED: Pentium-120 IMAGE DESCRIPTION: "See the World From a Whole New Perspective: Affordable Luxury in Orbit!" That's what the ad said. Yeah, the view is nice, but if only you'd known. So you're just sitting down at your genuine woodtone plastic table, about to have a yummy glass of nutrient fortified orange flavored juicelike beverage product, when you feel an all-too-familiar lurch as all your internal organs suddenly shift slightly. Gravity's off. Again. Third time this month, but you suppose it could be worse. Could be hull breaches. This image comes right from the depths of my twisted soul. It isn't based in any previously existing fictional universe. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I created it all in the builtin editor, because I haven't found a modeller I like. I've seen some pretty nice results from POVLab, but haven't been able to give it a try myself. The planet is a set of three concentric spheres. The atmosphere is a halo. The clouds are a bozo with a transparent color map. The planet itself is a bozo between highly reflective water and relatively flat (finish) land. The land itself is a tan and green bozo, with normal bumps on it. The visible station exterior is mostly one big CSG, as is the little remote probe that shines spotlights on the station. The remote is actually an externally defined object, and is fairly detailed on its own, though much of the detail is lost at the small scale. On the main hull, the light gray tiles are somewhat more reflective than the dark gray tiles. This is an effect I have seen used effectively in other images of space structures, and I wanted to see how it would work here, though the viewing angle doesn't show it much. The room in which the viewer is floating is a box carved out of a plane, with a light source in the middle of the ceiling to simulate a realistic interior light. The window glass was a problem. There are supposed to be two panes, but the interreflections between the panes made the exterior view almost invisible, so I removed the thick outer one, but kind of hinted at its existence by putting a "drilled hole" with a bolt through it in the bottom right corner of the nonexistent window. Other than that, the stars are a small-scale bozo. The glass and handrail are CSGs (with a quilting pattern on the rail), and the blobs of juice are, well, blobs. rwsexplr -------- EMAIL: shilling@rosenet.net NAME: Russell W. Shilling TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray, Windows ver 3.0e TOOLS USED: Deluxe Paint for Image Maps RENDER TIME: 10 days HARDWARE USED: Dell Pentium 90 MHz, 32 Mb RAM IMAGE DESCRIPTION: An Explorer of deep space passes near a red giant and a new star being born in a nebula as it continues on a journey of discovery. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I created this image using only the text programming of the POV-Ray system. There are two image maps: One for the spiral around the black hole, and the second for the logo on the "Command Module" of the space-craft. satfly1 ------- EMAIL:mflynn@gte.net NAME:Marshall Flynn TOPIC:Science Fiction 96 COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED:Povray 3.0 TOOLS USED:Turbo Basic (partial scene generation) RENDER TIME:16 min. 37 sec. HARDWARE USED:486-120 12Megs,Color flatbed scanner (background image) IMAGE DESCRIPTION:Stellar craft approach to Saturn moon system DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Exercise to try scene generation using an external programming language. Turbo basic is quick and dirty and produces stand-alone executable. Idea was to create the rubble that circles Saturn (exploded moon?) without too much effort in the povray scene editing department. I was first fascinated by the plant generation programs out there (most notably the L-string one). Anyway: 1. Simulate orbital mechanics mathematically 2. Translate to output Povray scene language 3. Tweak colors, etc. 4. create separate include craft file, tweak. 5. Scan good space background image (field guide:Stars & Planets) 6. Add components for scene, tweak for angles, etc. This was a nice little challenge for me and not even close to the skills I have seen submitted previously. This was just plain enjoyable. Use saturn.exe (in zipfile) to create ring system. satfly2 ------- EMAIL:mflynn@gte.net NAME:Marshall Flynn TOPIC:Science Fiction 96 COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED:Povray 3.0 TOOLS USED:Turbo Basic (partial scene generation) RENDER TIME:16 min. 39 sec. HARDWARE USED:486-120 12Megs,Color flatbed scanner (background image) IMAGE DESCRIPTION:Stellar craft orbit of Saturn DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Exercise to try scene generation using an external programming language. Turbo basic is quick and dirty and produces stand-alone executable. Idea was to create the rubble that circles Saturn (exploded moon?) without too much effort in the povray scene editing department. I was first fascinated by the plant generation programs out there (most notably the L-string one). Anyway: 1. Simulate orbital mechanics mathematically 2. Translate to output Povray scene language 3. Tweak colors, etc. 4. create separate include craft file, tweak. 5. Scan good space background image (field guide:Stars & Planets) 6. Add components for scene, tweak for angles, etc. This was a nice little challenge for me and not even close to the skills I have seen submitted previously. This was just plain enjoyable. Use saturn.exe (in zip file) to generate ring system. Edit resulting POV scene file to your preference. saucer04 -------- EMAIL: starbase1@cix.compulink.co.uk NAME: Nick Stevens TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3 for Windows TOOLS USED: Nothing Special! RENDER TIME: 44 Minutes HARDWARE USED: Pentium PC, Win 95 IMAGE DESCRIPTION: This shows the kind of rabid flying saucer Mad Max would buy if he had the cash for a new one! DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The source code is included, and has extensive comments in it. I'll be happy to discuss further by email if anyone is interested! saucnew ------- EMAIL: kryten@apk.net NAME: Everett Pence TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV TOOLS USED: Moray RENDER TIME: 24 Minutes 17 seconds HARDWARE USED: Pentium 133 IMAGE DESCRIPTION: Alien space ship and planet DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Created entirely with Moray. scape420 -------- EMAIL: c9607692@engmail.newcastle.edu.au NAME: Brendan Gregg TOPIC: Science Fiction (Sep-Oct) COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 beta TOOLS USED: Terrain Maker RENDER TIME: Final render- 22 minutes HARDWARE USED: The scene was created on a 486DX4/100, and the final render was drawn on "odysseus.newcastle.edu.au" Newcastle University's Engineering department's machine (hence only 22 mins to draw!) IGAME DESCRIPTION: The picture is a Planet Scape with sand, water, and an Astranout standing alone... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Last week I saw the topic for the internet competition was Science Fiction- so I was keen to try drawing something but only had 7 days left to start. I started using Terrain Maker to make a height field for the scape. Then I spent a few days adding textures to it- They are all original textures and took me many days of guessing and reading the manual to get this final result. (The send was originally pink! And it looked awful- So I tried Green and Yellow and Black and by then I was sick of getting nowehere so I just started to guess..) All the scene was put together using a text editor. So the text source included was hand written- no 3d moddeling studios were used as I find them time consuming and inaccurate.. The Moon in the scene is just a sphere with my Moon texture on. WIth a bit of turbulence you can create any pattern!.. If you have ever used height fields- you will have noticed how chunky they get as they get closer to the camera. It took another two days just to smooth the coast ling from a jagged zig zag to the smooth transition created with a lathe object (and by gussing the points!). The stars are created with a luminous sky globe with a bozo random pattern with small white highlights. Then the Astranout was created. He/She is divided up into two feet, two legs, a torse, two arms, a head and a backpack- as it was easy to render these small parts sepratly and make adjustments and then when they are completed to put them all together in one object. (Though I didn't have time to check whether they fitted right- and I think I got the legs y scale too high...) The wrinkled pattens in the space suit are created with texture maps and random pigment maps. Again- all these were created through the text interface by typing in numbers for the turbulence modifyers and pigment details. The actual body is made up from primitive shapes- mostly boxes, spheres, cylinders with a couple lathe, super ellipsoid and torus objects thrown in. No part of the astranout is a mesh object- it is all shapes. Also, no image maps are used anywhere in this scene, all the textures have been discribed mathematically.. And then (after not having slept in 2 days. Creating a masterpiece in 7 days, whilst going to Uni, was harder than I thought!) I ran out of time. Before I could put any space craft or aliens or atmospherics or halos in the scene... But it looks good as is, in fact I think just the scape was better as it seemed more open- less cluttered.. But the astranout had to be in there somewhere. And today (Oct 31st) I went to uni and rendered the final draft on the very fast computers here- Wow! what a difference in speed it was! Then I used a paint bench to sign my name on the bottom and convert it to a JPG less than 250K.. (Theres a thought- did they want us to sign our images or what?) And thats all it took- 7 days from 1 hour to 12 :Q hours a day, and a little experience with Povray 2.0. And whats more it was fun to do! Enjoy, Brendan Gregg 42! science ------- EMAIL: b.b.boelens@student.utwente.nl NAME: Bernard Boelens TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POVray 3.0 (for DOS) TOOLS USED: Adobe Photoshop (text & converting to science.jpg) RENDER TIME: 1 hour 53 minutes 54 seconds HARDWARE USED: Pentium-100 (16 Mb RAM) IMAGE DESCRIPTION: After one full week brainstorming on the topic (SCIENCE FICTION) I got a vague idea about what to create this time, a "teletime-transporter". (A machine which can transport people in time and space.) As a little kid, I planned my career. I wanted to become a brilliant scientist, so I could understand all laws of physics, ready to create such a machine to help mankind to prevent fatal errors in history / present / future. Wouldn't it be great ? I don't think so. A lot of people would like to change the history / present in the best way for them selves. The majority would like to (ab)use this machine for errors in the past made, and not that much for travelling unlimited in space. It would be better if the government controls this apparatus, but when I bring up the history of the atom-bomb, hmmm, maybe not... Resuming, the teletime-transporter is still not created by me, well, not in reality. So, this topic was the ultimate opportunity to fullfill an old dream, with no harmfull effects after all. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: After joining the former contest, I started to understand how to create a "human being". I see this "knowledge" more in the way of getting the opportunity to visualize my imaginary dreamworld into "semi"reality, called the world of POVray raytracing. And what would make a scene more realistic ? To me, it's adding a human being in a scene. But, how to create a human being ? A good programmer can see my line/motto: " --It's all in the world of spheres-- " To the other people I need to say :"I'm sorry, but never ask a magician to reveal his tricks." You better practice a lot, and programming in POVray will give you a lot of excellent opportunities and understanding in Maths and 3D-world-raytracing. *** Please, don't see it as a way of being arrogant, but I'm convinced that practice is the best way to gain knowledge about POVray and to unleash your own powers. You'll see in the near future in what *** you're the best to create with POVray. For the rest of the picture I can say : "add details". Oh, and the "beam me up"-beam was created by accident. A little hint here is that I stumbled into this effect while playing with a halo-effect. I got amazed by the effect of it, so I kept it in the picture. My original plan was to create a kind of laserbeam for the transporter, but this was even better/more nice. I used the same effect for my Turbo-YAg2X-booster (the pinky colored plasma-booster for the blue Oxygen-laserbeam). Some tips I like to share with you : - Glass objects Try to prevent glass-objects in a scene ! It'll take such a long time to render. Without glass, the picture was rendered within 30 minutes. Glass is giving you a very nice effect in a scene, but ask yourself if you really need it... - Torus A torus is sometimes hard to use on a 486-50DX machine. I remember, when I added a torus in a scene, it took soooo long to render. When you're not a patient person (like I'm, full of ideas while the rendering process is starting) forget it, unless you got a fast computer, or have a huge can of coffee :) - Object { difference {" Cutting objects is (the way I experienced it) best done/understand- able with "object { difference"-command. - The manual Print the manual added in POVray 2.0 and use it as a great help for POVray 3.0. This worked for me. For the special effects I opened the POVhelp.exe program. (It was a real pain for me to notice that a few newly added features were not perfectly described in it. But there was also a POV3DEMO-directory which could help me out.) - "*.inc"-Files When you're creating a scene, try to split it into small projects. Raytracing them apart will be less timeconsuming. This makes it easier to view each part of the scene. (My scene contains 8 inc-files) Besides, when you have some time left, after finishing the complete scene, you can enhance / add more details to the objects.... Another handy thing is, you can use those particular inc-files in other scenes easily again ;> Okay, that was all I had to say. I wish you have (had) a nice time visiting this POVray-site (and contest). This is the best place to see the power of raytracing with POVray. And, please, be so kind to vote for some artists. I think I speak for all, when I say "We see it as a nice opportunity to show us YOUR appreciation for our work/time." I want to emphasize that this doesn't mean you need to vote for me, just choose the one YOU see as the best of all. It's a little effort, and a great pleasure to all of us. Thanx and greetz, Bernard B. Boelens scream ------ EMAIL: ken@uniserv.uniplan.it NAME: ANGELO PESCE TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: LightWave 5 TOOLS USED: None RENDER TIME: 34min HARDWARE USED: Pentium 166, 32mb edo ram Un saluto a tutti gli Italiani che vedranno questa immaggine!!! Buttate via il 3dStudio !!!! sdestjgv -------- EMAIL: jvarner@netmcr.com NAME: Jim Varner TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: 3DStudio MAX TOOLS USED: None RENDER TIME: ~15 minutes per frame HARDWARE USED: Pentium 90 mhz w/ 32mb IMAGE DESCRIPTION: An imperial Star Destroyer on station in a distant Solar Sytem. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This scene was entirely rendered in one pass, with no layering of objects. This scene is part of an animated cutscene that was rendered in 320x240. The stars and nebula were hand drawn in photoshop, and used as a static backdrop. The planet is actually composed of three meshes. One for ground, atmosphere and clouds respectively. The earthlike terrain was created in Vista Pro 3, and then mapped onto the "ground" sphere. The clouds were taken from a satellite image of the earth and used as an opacity map. The Star Destroyer is a very heavily modified version of the one found on Harry Chang's web site at http://www.loop.com/~hhc/starwars.html. The tie fighters were also created by Harry Chang. The only post render editing was to alter the size of the image, convert the bmp to *.jpg, and add the homepage text in the corner. It is interesting to note that I had to use the "Shadow Maps" render option, because after 8 hours of rendering time, I had only completed a small portion of the frame with the "ray-traced" shadows option. Thank You Jim V sdiijgv ------- EMAIL: jvarner@netmcr.com NAME: Jim Varner TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: 3D Studio Max TOOLS USED: 3DS MAX RENDER TIME: ~ 5 minutes HARDWARE USED: Pentium 90 with 32 mb IMAGE DESCRIPTION: This is my third entry into the Internet Ray Tracing Competition. Like my second entry, it features my very heavily modified version of Harry Chang's Star Destroyer Mesh. This time, it is a simple orthographic view that demonstrates the detail found in the model. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This picture was rendered in one pass, using a hand drawn nebulous background created with Adobe Photoshop. The only post render editing used was to convert the image to *.jpg and add the text in the lower right hand corner. Jim Varner sdsacr ------ EMAIL: mduggan@ramlink.net NAME: Sean Duggan TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: PovRay 3.0 TOOLS USED: Moray RENDER TIME: about a day. Sorry, didn't think to check. HARDWARE USED: Keyboard, Mouse, Harddrive IMAGE DESCRIPTION: A picture of an alien sacrifice. Never did get the sacrificial weapon or sacrific_e position right. Oh well, anybody is welcome to all within including the poseable insect figures. No, I did not copy off of that guy who did the Fry_An_Egg scene. I created them independently before seeing his. Maybe somebody will believe me... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: First, created alien in "sacrificial position" originally upright... I then put in a platform and basic landscape. Was originally going to use a thin heightfield to create menacing shadow to represent what was getting her, but couldn't get the grpahics file right. Anyhow, I then added a snake made from blobs in, a basic worshippers, A couple copies of worshippers. Diked snake for insect Priest. Put sacrific_ in supine position on altar. Added horizon. Added sword to priest. Took it out. Added Mace. Ditto. Added Spear. Nope. Added battleaxe. Ehhh it'll have to do. Anyhow, as I said feel free to borrow and steal. I'd already posted the insects to FTP.POVRAY.ORG anyway. sealabiv -------- EMAIL: pchesser@cheney.net NAME: Preston Chesser TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD TRAYTRACING COMPETITION COPYRIGHT. RENDER USED: Raydream Designer 4.1 TOOLS USED: Fractal Design Poser, textures created in Fractal Design Painter. There is one texture map from Visual Software's Orbit city collection used as the walls rusty texture. RENDER TIME: 9 hours HARDWARE USED: Pentium 75 with 16 Meg's of RAM IMAGE DESCRIPTION: This sealab picture has been rummaging around in my mind for awhile. I've created the mechanical whale before (but I couldn't find the file so I did it again) but it was always in the water. I couldn't resist putting a live whale outside the window. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This image was done over a 3 week period. I originally was going to do a hodge-podge of vents and pipes on the ceiling, but while playing around with a texture for the floor I serendipidously made this grid texture that I really liked. Since memory was at a premium I created all the separate models in separate Raydream files and then copied them over to one for the composite shot. The railing around the walkway is a curved plane with a texture/transparency map. The water-hatch has the same "watery" texture applied as a color map, bump map and "glow" map. The same texture is used as a "gel" over a light placed facing up from this spot. The two people (one in the tube the other at the control panel) were created in Poser and imported as DXF files. The file size in the native Raydream format is over 8 megabytes. I tried exporting the models as DXF's to include as source but they were over 20 megabytes - the mechanical whale alone was over 5. Many of the textures were created within Raydream itself as procedural "shaders" but I've included some of the bitmaps I used in creating a few of the special shaders. sentrys ------- EMAIL:rbrother@cc.helsinki.fi NAME:Robert Brotherus TOPIC:Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV 3.0 TOOLS USED: Photoshop brightness correction sgalien ------- EMAIL: anush@giasmd01.vsnl.net.in NAME: Siddharta Govindaraj TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 TOOLS USED: FractInt , GForge RENDER TIME: 59 Mins At 800x600 HARDWARE USED: Pentium 100 , Matrox Millenium Video Card IMAGE DESCRIPTION: Alien Colony DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The StarField was created using FractInt . The Landscape Was Created Using GForge . shadows ------- EMAIL: ericp@axess.com NAME: Eric " Digital Merlin " Poirier TOPIC: Sci-Fi COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Lightwave 5.0 TOOLS USED: 3D Studio MAX, Lightwave 5.0, Universe v1.0 and my brain ! RENDER TIME: 48 minutes HARDWARE USED: Pentium 166 40 megs OBJECTS CREATED BY: Eric " Digital Merlin " Poirier Dean A. Scott Harry H. Chang IMAGE DESCRIPTION: -" Lord Vader, the tie fighters equip with the new clocking devices are ready to be deployed, sir ". -" Excelent captain Hollum, proceed to the test area and launch Black 4, 7 and 8 ". -" At once my Lord. " a few minutes later ... -" Black 4 to Executor we are ready to engage the clocking device." -" Executor to Black 4 start in 5.. 4.. 3.." -" 2.. 1.. Black 4 to Executor clocking devices engaged." -" Group Black were are monitoring your data. Declocking will start in..." -" Sir! we have a problem... Look at input form the flux generators there reaching 400mhxz " -" That can't be, they only have a limit of..." -" Black 4 to Execut... something wrong i fe.. bright ligh... can not stop th.. what the... AAARRRGGGG !!!" -" Sir! we have lost data and radio contact with group Black." -" Captain Hollum you have fail again..." -" Yes my Lord but the flux..." -" Sorry Hollum their will be no excuses this time!." This scenes were taken from a short story i wrote here the B5 universe comes in touch with Star Wars. If you would like the complete story i will soon post it at my web page: www.axess.com/users/ericp/ I thought it would be great to take my script and do a short movie with it but since it takes about 20 to 35 minutes of render time for each frame, and i have estimated that my short would be about 5 minutes long at 20 frames per seconds that is 1200 frames for a minute, 6000 frames for 5. 6000 frames at 25 minutes for rendering each frames = 150 000 minutes = 2500 hours = 105 days I have come to the obvious conlusions that you need some 200 000$ power house machines to render ... can any one say SGI ? So i did renders of only a couple of frames and tough they would be great for this showcase. skycity ------- EMAIL: 84133368@postoffice.csu.edu.au NAME: David S Ferris TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED:Povray 3 for DOS TOOLS USED: Windows Paintbrush RENDER TIME: 04:45 HARDWARE USED: Osborne 486 dx2/66 8Mb RAM IMAGE DESCRIPTION: Early morning in some futuristic city, built high above the ever present clouds (except for the plebs, who live at the bottow of the wedge shaped buildings). A few air-cars are already parked at the office, with two more about to land. Power is distrubuted to all building from the central power spike via microwave links (along with a red laser beam to warn all flyers). The tops of some jagged peaks are visible in the background DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The air-car was constructed first, made from flatened and stretched spheres, with a couple of cylinders tacked on for the engines. I couldn't get a texture I was happy with, so I ended up drawing a simple pattern in Windows Paintbrush and used that as an image map. The tower buildings were made next by just joining several flat cylinders, and a torus for the rail around the landing areas. The wedge shaped block building were made by placing one box inside another, then differencing out the windows and a slanted plane. I am sure there must be a better way of getting the window effect, but I couldn't work out any other method. The peaks in the background are a height field, made by rendering a granite texture in POV and using that as the input. The ground fog and sky sphere are virtually straight from the POV manual, I didn't ever get time to play with them much. This is really only the second complete scene I have rendered (the first being an entry for the "Time" competition that didn't get finished in until after closing date) and it still needs more work. The buidlings are not right, and it could be improved by the addition of a sun (using the Halo effect), but a have run out of time. sm-orion -------- EMAIL: SMEACOCK@superscape.com NAME: Simon Meacock TOPIC: Science fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: TrueSpace 2.01a TOOLS USED: Paint shop pro 4 RENDER TIME: 39 minutes HARDWARE USED: DX2/66 16Mb IMAGE DESCRIPTION: The space ship started life as a POVRAY model which I converted to Truespace 'by hand' as an exercise when I first started using Truespace. The background is a hubble telescope image that has been cropped, rotated and blurred. The ship itself is a simple collection of spheres, cylinders and cones with a bump mapped shiny texture. I have included the scene file from Truespace. This can be regarded as an example of how an image don't have to be complex or take hours to render to look good (my opinion). space3 ------ EMAIL: keithh@tcp.co.uk NAME: Keith Hull. TOPIC: Science Fiction. COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POVRAY 3.0 for DOS. TOOLS USED: MORAY (Reg), 3dto3d, Imagine (Free Demo Ver.3). RENDERER TIMER: 9hrs 36mins. HARDWARE USED: Pentium 120. IMAGINE DESCRIPTION: The image was inspired by the film Independence Day and various B-movies. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The Vette and the VW were models that were downloaded from various places (Mesh Mart and 3d Cafe I think). The other two cars were my attempts at creating a car in MORAY. The red one is supposed to be a car of the future and the other (the green one) is supposed to be a small hatchback (Fiat etc). The Bridge stays were made in Imagine and then converted to UDO format for importation into MORAY. The Land was a simple Plasma Height Field scaled and rotated appropriately. spatio4 ------- EMAIL: hmartin@teaser.fr NAME: Herv_ MARTIN TOPIC: SCIENCE-FICTION COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT RENDERER USED: RENDERAY 2.0 beta TOOLS USED: Photoshop RENDER TIME: 5 h 42 (960x600) HARDWARE USED: CYRIX P166+ RAM 32 mo HD 2,5 go IMAGE DESCRIPTION: modeler used just for spaceship, the background image is a first rendering image processed under Photoshop. sstation -------- EMAIL: art-ilc@jcu.edu.au NAME: Chris Colefax TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: PoVRay 3 (DOS) HARDWARE USED: Cyrix 5x86-100 TOOLS USED: none IMAGE DESCRIPTION: A large alien space station (inspired somewhat by Deep Space Nine) hovers in space at a safe distance from a black hole (I don't know if the black hole is scientifically correct in appearence, but I copied it from an "artist's impression" I found in an astronomy book, and it looks alright to me!). DESCRIPTION OF HOW THIS IMAGE WAS CREATED: One of the things I have always liked most about PoVRay is the amazing texturing abilities. No matter how complex an object's shape, it won't look any good without a decent texture, whereas even the simplest of shapes (eg. a sphere) can look stunning with an interesting texture. As great as PoVRay's supplied textures are, I always enjoy creating new textures for a scene. IMO, some of the best improvements in PoVRay 3 have been in texture enhancements, and I think this image shows how good textures can make all the difference to a scene. The stars and nebulae clouds are a sky-sphere with a three-layer texture. The black hole is a very simple union of two spheres and two cones. The space station itself is a rather more complex shape made up of many torii and cylinders, with a few CSG differences used for the "wings". The crackle normal gives it a suitably organic, alien look and feel. Finally, the lens flare around the black hole is actually a tiny sphere centred on the camera location, with a two-layer transparent texture used to create the light rays and halo. The whole scene was coded entirely by hand, with many test renders being made before achieving the final result (thank God for mosaic preview!). steve1 ------ EMAIL: tech@explicit.net NAME: Steve Galatis TOPIC: Alien Robot COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 stspiff3 -------- EMAIL: svalstad@sn.no NAME: Stig M. Valstad TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Polyray v1.8 TOOLS USED: Editor: Joe v 2.2 Image editing: Picture Publisher v 5.0 RENDER TIME: 8m39s HARDWARE USED: Cyrix 6x86 100 Mhz, 32 MB RAM IMAGE DESCRIPTION: Spaceman Spiff, interplanetary explorer extraordinaire is blasting across the galaxy when a Zok death sloop appears out of nowhere and fries Spiff's stabilizers. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I started with the Zok death sloop. Spiff's spacecraft and the planets are pulled in from old scene files and modified somewhat. The background is a composite of several images from NASA. sun --- EMAIL: pallaire@spherenet.com NAME: Patrick Allaire TOPIC: Sci-Fi COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: 3D Studio Max 1.0 TOOLS USED: Corel Draw 6.0 RENDER TIME: 4 minutes 8 secondes HARDWARE USED: Pentium 100 MHz, 48 Meg of Ram, on Windows NT 4.0 IMAGE DESCRIPTION: Spaceship passing by a far away sun... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This image contain 18 objects and 36644 faces Sun : The base of the sun, is simply a sphere, the mapping is a fractal noise self-illuminated. The flame around the sun are made with two VolumeLight with noise and turbulence applyed to them. The erruption is done with a particles generetor (they are 5000 particle in this render) The particles are falling back to the sun because i placed a gravity modifier that affect the particles. Ship : The base of the ship is made with some lofts. The images on the ship (the eagle, the black & yellow bars and the Danger strip) were made in Corel Draw, BUT they are not on an object of their own, they are mapped dirrectly on the ship. And the best part of those ship, the fire, is made with a combustion plug-in for 3ds Max. Space : The space is made with 3 layers of noise. 1 layer for the stars. And 2 layers for the blue effect. surprise -------- EMAIL: raw@ll.iac.es NAME: Bob Watson TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. Renderer Used: POVRAY3.00e.Linux.gcc Tools used Moray and Photoshop Render Time: 17 Minutes 23 Seconds Hardward Used: Pentimium-120 Image Description: At first I wanted to do something like the posters for sci-Fi B movies such as "The creature from the Black Lagoon" or "IT came from outer space", but with the alien and human roles swapped (ie Ugly monster being carried out of swamp by beautiful girl). The idea evolved to the classical confrontation of driver in desert meeting alien, but with the above twist. Description of how this image was created: Both character are done in bezier patchs modelled in moray due to their organic nature. The texture of the two guys are generated using wrinkes, used for bump maps on the spaceman. The landscape height maps were created in gifs made in photoshop, where I found the neat trick of creating craters by using the gaussian air brush in two different sizes for inside and outside. I wanted to use the new glow features of pov3 for the laser-ray but didn't have time so an ugly ambient 1.0 cylinder had to do. talk ---- EMAIL: alex@informatik.uni-bremen.de NAME: Alexei Semitchastnyi TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 3.0beta TOOLS USED: Adobe Photoshop (tm) for some textures RENDER TIME: about 4h HARDWARE USED: Pentium 120 IMAGE DESCRIPTION: I have had an idea, to try to create, what would look the talk of two energical (i. e. not materie-based) species like? This is one of the results. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I have found a halo-feature of POV-Ray 3.0 very usefull and beautifull. One of the tries to use a halos in non-trivial way was to create a flashes. (A really 3D one). I have add a Delphi programm unit to zip-archive, that I have create for this purpose. ( There are maybe not so realistic flashes can be seen around of glass-sphere in the bottom part of image ). All another techniques in this scene are not coplex and can be found in the file "halos.pov". tartarus -------- EMAIL: robsampson@sprynet.com NAME: Robert Sampson TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Imagine 4.0 for DOS TOOLS USED: AcadR13 solids modeler RENDER TIME: Total approximately 25 hours HARDWARE USED: Zeos P90, 40 meg ram, 2.6 gig drive space IMAGE DESCRIPTION: "Tartarus" is an underworld power station. It started out as an experiment with Imagine's blob modeler and ideas simply grew as I went along. There was no specific plan to create this image when it was started. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: After creating the center section of the reactors I went to Acad to add mechanical details. I had isolines set higher than required, and as a result the objects size grew faster and larger than anticipated. The upper background is the result of bump and texture mapping a tif file to a section of cylinder while the lower section is solely created using Imagines textures. Due to the size of the object even though I have 40 meg of ram I had to render each object separately. It was then used as a backdrop image while rendering the next reactor. Total render's required was 7. teckrbt1 -------- EMAIL: twtan@ecr.mu.oz.au NAME: Tan Teck Weng TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 2.2 TOOLS USED: Moray, HF-Lab RENDER TIME: 45 mins. HARDWARE USED: Pentium 90 IMAGE DESCRIPTION: Big nasty robot in moody landscape with glowy green bits. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The robot was created from a heap of parts created from other ray traced creations. The ground and sky textures were obtained from an online site. (I forget which) HF-Lab used to create the hf for the hills. teckrbt2 -------- EMAIL: twtan@ecr.mu.oz.au NAME: Tan Teck Weng TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 2.2 TOOLS USED: Moray RENDER TIME: 50 mins. HARDWARE USED: Pentium 90 IMAGE DESCRIPTION: Robot on a walkway over a large pool of molten metal. Don't ask me how it got there, I don't know. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All textures used here are custom created. teckspid -------- EMAIL: twtan@ecr.mu.oz.au NAME: Tan Teck Weng TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 2.2 TOOLS USED: Moray RENDER TIME: 30 mins. HARDWARE USED: Pentium 90 IMAGE DESCRIPTION: Horde of mettalic spider (yeah these only have 6 legs. so sue me.) things. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Originally an exercise I engaged in learning to use Moray groups to simulate joints. Just added image maps to jazz up the image. The ground and sky textures were obtained from an online site. (I forget which) termbar ------- EMAIL: kayway@ix.netcom.com NAME: Kerwin D Kanago TOPIC: Sience Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray for Windows TOOLS USED: POV-Ray RENDER TIME: 8hrs 17min HARDWARE USED: Pentium 166 (HP Pavilion 7270) IMAGE DESCRIPTION: Just off the tarmac of Launch Pad 7 at Epsilon Starbase, is a rustic old dive where the Rocket Jocks gather for a last dirtside drink before they make "the jump". It's known as "Terminal Bar", and most guests assume it was named for Robinson Terminal 2k to the east. Regulars, however, know that it was named for the lethal brawls that erupt here so regularly you could set your time machine by them. Tipping the Robo-Waitresses is NOT required but it is a VERY good idea; the last StarBoar to stiff them is still hanging around the fireplace. Be sure and note the following: o Alien in front on the left holds 2 Kings, a card you can't see, a 9, and a 6 - KK_96 - My signature! o Alien on the front right holds Aces and Eights! (Dead Man's Hand) o Alien "beaming in" in the background has a phasor drawn, while the table of StarBoars he is aiming at have begun take notice of his arrival and their impending doom! o Note that the waitresses here truly have "Abs of Steel"! o Even in space, there is still romance, as some departing spacer has left his love a rose on the fireplace. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Everything was gone directly in the POV-Ray for windows editor, except for the gifs used for the faces of cards, bar napkins, and bottle lables that were done with "Picture Man" The building was done with on graph paper and then built of boxes. I had been planning this for a while for a different scene but put it aside to work on Science Fiction. Without really knowing where I was headed I started on the Female Android that later became Robo-Waitress. As this developed I realized I could put the "bar" scene and the Robots together. From there I started making aliens and adding them to the scene. This looked a little too stiff and mechanical so I began varying the poses, adding props and trying to make each of them looked like they were there for a reason. Space suits are unions of spheres and cylinders. "The Greys" (Super- market tabloid aliens playing poker) are done as blobs based on pretty much the same collection of spheres and cylinders. Robo-Waitress and StarBoars are blobs done freehand, but after finishing the bodys and legs on the waitresses, I decided to keep the arms and heads as simple shapes so it didn't lose all sense of being a "robot". The spiderwebs in the rafters are triangles with two mostly transparent texures using crackle and onion. The fireplace took 12 hours of making psuedo random rocks and hand positioning them on a superelipsoid block of grey "mortar". Halos are used to create the fire in the fireplace and the smoke from the cigar. Beaming in effect was done by making a copy of one of the aliens and giving it an agate texture which was mostly transparent with small patches of "martian" color and a little sparkle. I then added two halos one tall and thin and the other disk shaped in electric blue-ish white. the-file -------- EMAIL: xeo@sprynet.com NAME: Josh Derr TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDER USED: TrueSpace 2.0 TOOLS USED: Paintshop Pro,Coreldraw 3.0 RENDER TIME: approximately 6 hours HARDWARE USED: 486/50 IMAGE DESCRIPTION: "The File" Inspired by 6 straight hours of the X-files DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All objects completely original All images maps except aerial pictures original(public domain, source unknown)(image was altered) Anyone interested in the objects or maps please e-mail me! timemach -------- EMAIL: naderfrn@ix.netcom.com NAME: Mark Farahani TOPIC: ScienceFiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POVRAY 3.0win TOOLS USED: Moray 2.02 RENDER TIME: 2hours (estimate) HARDWARE USED: Pentium 90mhz 48MB RAM IMAGE DESCRIPTION: This is a rather simple time machine, first of it's kind. It's created in a room which no one used. As you can see it has about 6 engines which make it travel. It's just been build so the plans are still lying next to it. And the pliers and the wire is there for some things that may need to change. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Well, I've always wanted a time machine and still do, so I though maybe I can at least draw it using my computer. So I did. tl-epsil -------- EMAIL: thelee@IAEhv.nl NAME: B. v. Echteld (The Lee) Topic: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Lightwave3D 4.0 TOOLS USED: Modeler3D 4.0 (for modeling) RENDER TIME: approx. 5 hours HARDWARE USED: Amiga4000 (for most modeling), Pentium-166 (rendering) IMAGE DESCRIPTION: " Project Epsilon " A dark moody building.... Somewhere an alarm tone sounds, heavy metal doors close.... Hissing sounds everywhere.....alarmlights light up.... Vague gasses can be seen swirling everywhere....... DESCRIPTION HOW THIS IMAGE WAS CREATED: Been toying with displacement mapping (a la terminator 2, where the "enemy" terminator(forgot his serial number ;-) ) disquised himself as the floor, and after that smoothly "morphs" back into a person.... Anyway, after some experimenting it evolved more into a "star-gate" effect, and I toyed with that kind of scenario.....and here we have PROJECT EPSILON.. (like it so much, I'm planning to get it animated...sometime in my life that is :-D ) I started with a big square with a lot of polygons in it, about 40.000... Then messed a bit with some imagemap ideas I had, even a photo of myself...brrr...no good idea... ;-) Finally created the right map to get a good displacement, but it took quite some meddling with a lot of individual polygons to get the right look...(and a lot of starting from scratch...aaahhh...;-) ) With a lot of time & patience, & testing the proper texture for it 100s of times, the object got my "approved" stamp... Now to find a scene to put it in.....hmm....basically.... most scenes I already made didn't have the right "environment" for it..... So, I build a new environment, nosed in my collection to get the proper textures (most are my own, 1 or 2 come from Archangel's Pack - 14 (an old freeware pack to liven up webpages & textures for rendering) Then a lot of time went into getting the right lighting & camera setting.... And here we are....ready to be submitted for the IRTC, and just in time too ;-) tl-impes -------- EMAIL: thelee@IAEhv.nl NAME: B. v. Echteld (The Lee) Topic: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Lightwave3D 4.0 TOOLS USED: Modeler3D 4.0 (for modeling) RENDER TIME: approx. 6 hours HARDWARE USED: Amiga4000 (for some modeling) Pentium-166 (modeling & rendering) IMAGE DESCRIPTION: " Imperial Escort - at the dAli nebula " The shuttle leaves the star destroyer for a special mission.. Outside the docking bay, an escort is waiting..... The passenger, aparently an important person (could it be Darth Vader? or perhaps even the emperor himself?), can see the nebula swirl in space, as if it was a living entity... Silently the passenger feels the connection between himself, the nebula and the cosmic current.... DESCRIPTION HOW THIS IMAGE WAS CREATED: Plasma's anyone? ;-) Basically the background objects(yes, the nebula consists of 2 objects, not backgroundpictures), are made of a lot of polygons (sorry forgot how many), on wich I carefully molded a custom plasma, wich I adjusted a bit for use as a displacement map. The plasma was generated on a fractal program on the amiga, after wich I darkened, blurred, smudged the image, and altered the colors to my liking... Saved a greyscale copy(for displacement & transparency mapping etc.) And a full color one, as colormap etc. So, now I multiple real "cloud" (as in not flat) objects, wich I can even have a fighter fly through.... The Star Wars objects are custom adaptations of the objects to be found at the Star Wars modeling Alliance, or H. Chang's webpage(http://www.loop.com/~hhc/english/starwars.html) Being a mighty big Star Wars fan, I cannot resist building my own objects, or improve objects I find on the web... I'm still working on them, don't think I'll ever stop ;-) After quite some time and experimenting, I finally have a star destroyer that doesn't look so "clean" as most objects do, it has a rough surface, not smooth as the enterprise... (rough is the way I think a star destroyer should look like) The Shuttle took also quite some work to get the panels on the wings properly done, and I'm now working on getting more detail on it... What is an Imperial Shuttle(even with the imperial symbol on it) doing without an escort? that can't be! So I put a nice formation of TIE's around it... And here we are.... " Imperial Escort - at the dAli nebula " ;-) So, basically I put together this scene, because I couldn't resist sending Star Wars stuff to the competition... ;-) tower ----- EMAIL: elecmonk@rhf.bradley.edu NAME: Joshua T. Sullivan TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Povray 3.0 (DOS) TOOLS USED: QBASIC RENDER TIME: 30 minutes HARDWARE USED: Pentium 60 - 8MB RAM IMAGE DESCRIPTION: Unlike some of my other images, this one really didn't have a "message" per se. I just got an idea for the high tech looking tower from some pictures of the game Final Fantasy VII. The whole object was to make a picture that looked wicked cool. I think I succeeded. ;-) DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I wrote a QBASIC program to construct the tower shape and the tube array connecting the four towers. It was a random process, and I just chose one particular layout I liked. ALL of the rest of the stuff I designed in my head or on paper. I was amused that a fairly convincing boat only takes 3 shapes. If you want a copy of the tower generation program, send me e-mail. traffic ------- EMAIL: karl@tgis.co.uk NAME: Karl Manning TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POVRAY Dos v 2.2 TOOLS USED: Lots of graph paper. Paintshop Pro to convert to jpg RENDER TIME: 8 hours (about) HARDWARE USED: 486 75mhz IMAGE DESCRIPTION: I thought this theme was rather difficult to do anything original with as ray tracers lend themselves to alien/robot/spacehip forms. I was originally going to do a band performing on stage, but I wasn't very happy with it. I was discussing it with a friend, when he said you don't see aliens doing "normal" things like their laundry, the washing up or getting stuck in traffic jams. The last one appealed to me and several sketches later traffic was born. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This was done slightly differently from my normal raytracing. A rough sketch was made (this is normal enough) but I then traced it on to graph paper and used that to generate the coords. It means that all the objects in picture have not been scaled (except for one of the ufos where I couldnt count the squares properly!) and have just been placed in the picture. All coordinates were worked out by hand, including bezier patches This could be sub-titled "an exercise in boxes and blobs"! All the aliens are blobs and all the buildings are based on boxes The "classic" flying saucer is made up of a few cones and spheres The red and blue "sportster" ufos are made of some squashed toruses and bezier patches. The yellow bus is a cylinder diff'd with several boxes to give the cut out for the windows. The passengers on board are two of the original aliens I created for the band. It seemed a shame to waste them ! The buildings are made of various boxes either diff'd or intersected together. Most had a crand texture added to them, although this seems to has been lost somewhat by the anti-aliasing. The glass used through out was based on the standard glass texture. However when I was just using the Glass texture, several things became apparent. First the images were distorted. Secondly, you couldnt see the glass. Third the colours were not correct. The first was caused by having a high reflective index. A sphere is a solid (unlike a cone/cylinder which could be hollow) and so an object inside a sphere was greatly magnified. Got rid of refractive index value problem solved The second and third problems were solved by using a very light gray colour and a high filter value. Gray doesnt distort the colours as green does, and it allowed you to see the canopies. I welcome any comments Karl Manning 16/10/96 karl@tgis.co.uk tydmodel -------- EMAIL: z3a12@ttacs3.ttu.edu NAME: Jeremy C. Witt TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. NOTE: I did not include the source because I had a bunch of defunct files which I didn't have time to sort through (plus it totalled about 2.6MEG). if anyone really wants any of my objects or stuff, just e-mail me, and I'll send it to you (or something). RENDERER USED: Lightwave 5.0 TOOLS USED: Paint Shop Pro RENDER TIME: 2 Hours HARDWARE USED: Pentium-120 / 40MEG IMAGE DESCRIPTION: This scene depicts a Tyderium Shuttle (Star Wars) Model which lights LEDs were to be added to increase realism. It is kind of difficult to read, but the book on the desk is a modeling book opened to a chapter on lighting. The model and book are flanked by a Power Supply (Which I really built in my first LAB) and a bread board with the LED circuit shown in the book. One note, I ran short on time this month, so you may notice that I didn't put wires on the CIRCUIT! oh well, its magic. :) DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Modeling: The Power Supply, Breadboard, Resistor, and LED were all modeled first and with a simple ruler and a large quantity of patience. The Shuttle was constructed for the most part in the same fashion, but I have to confess that towards the end of this month, I started eyeballing a lot of the parts rather than create a perfect reconstruction of the model. The model (a real life model) was one I actually built last year, so I was fortunate to have a good reference to work with. I Spent the least time on the Book model, which I created in about an hour on 10-31-96 at about 4:00 AM Textures: The textures used on the Model incude a greyscale image of a series of Rectangles, which was used as a bump map; and an image map that I created in PaintShop to depict the scorch marks. The Wood on the Desk was from a image file of a Wood I found somewhere. The Page of the book was created by first laying out the page in word including the LED circuit. Then, I captured the image with Paint Shop and applied it to the book page. The texture of the book cover ( which incidentally didn't even get into the picture) was created as orange-peel bump map with a color of maroon. I worked on this Image on and off for about 1.5 Months. Jeremy C. Witt tyrellis -------- EMAIL: gaz@tiac.net NAME: Gustave A. Zeissig TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: KPT Bryce 2.1 TOOLS USED: RENDER TIME: 14 min HARDWARE USED: PowerMac 7100/80 IMAGE DESCRIPTION: What a nice place for the Tyrell Co. scientists to stay while working out the final details for the latest new model replicants. Much nicer than the LA smog, and no one around to bother them ( like some disgruntled aging earlier models!). The terrain of the island is typical Karst geology, with peaked limestone hills, and some underground river caves. Nothing to do here except work and enjoy some water sports! DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Created within Bryce 2 ufo --- EMAIL: jethro@caninet.com NAME: Roy C. Holierhoek TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: POV-Ray Ver 2.2.imbicb TOOLS USED: Paintshop-Pro RENDER TIME: 96+ Hours HARDWARE USED: IBM PC 486 DX-33MHZ VLB IMAGE DESCRIPTION: This is a picture of a 2 green aliens in their highly reflective UFO, landing on their floating landing pad. This is an enitrely waterscaped world, with a green sky, and purplish clouds. The homes are large domes, that are half submerged beneath the water surface. Homes are connected in pairs, and share a landing pad(and UFO), all connected by red metallic cylidnrical walkways. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This image was created using POV-Ray 2.2 entirely, with no imaging tools, modellers, or even graph paper. All pigments used are single colours, except for the sky which is a BOZO colour map, and the landing pad, which is an Image Map drawn with Paintshop Pro. The UFO is a series of differences performed on a sphere. To create the bottom of the UFO(which can't be seen), a block was created with a difference of cones for the Landing jet, and a difference between another block an 2 spheres to cut away a section for the frame of the UFO. This block was then differenced to the body of the UFO. Another box was differenced, to cut out the control area, with a sphere just slightly smalled than the UFO itself, for the window. The landing pods are just a two cylinders rotated into three different positions. The body of the UFO is just a squished(Y-scaled down)sphere, and torus. *The aliens are just a sphere for the body, a cylinder and sphere for attenae, and two black spheres for arms. *The landing pad is composed of a block for the landing pad itself, and four spheres and four cylinders to create the floater for the pad. *The walkway is just three vertical cylinders, two horizontal cylinders, and five spheres(at all corners, and the end above the homes). *The homes are just a couple spheres of various sizes, the smallest being connected to the walkway. *The sky is a just large sphere. *The water is two planes, the upper one being mostly transparent, and the lower being soild, and the same colour as the upper. The picture was rendered with: povray +iUFO.POV +oUFO.TGA +fT +w1024 +h768 +q9 +a0.1 +r4 The actual rendering time is unkown since it was done a bit at a time, over several nights, and running in the background, while doing other things. voyager1 -------- EMAIL: bjmjcgl@wantree.com.au NAME: Bryan Garnett-Law TOPIC: SCIENCE FICTION COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winpov 3.0beta TOOLS USED: Moray v2.02 RENDER TIME: 10 minutes 53 seconds HARDWARE USED: Cyrix 6x86-P120+ 16MB IMAGE DESCRIPTION: 'Voyager1' represents a Star Trek Voyager scene. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 'Voyager1' was extensively created using MORAY v2.02 for MS-DOS. I created the Voyager craft using CSG. The ship cannot be said to be to scale, but without a model I could only guess certain things. voyager2 -------- EMAIL: bjmjcgl@wantree.com.au NAME: Bryan Garnett-Law TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: winpov 3.0 TOOLS USED: Moray v2.0 RENDER TIME: 35 Minutes 7 Seconds HARDWARE USED: Cyrix M1 6x86-P120+ 16MB IMAGE DESCRIPTION: 'Voyager2' represents the ship from Star Trek:Voyager docked at a a Station in the Delta Quadrant. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 'Voyager2' was extensively created using MORAY v2.0 for MS-DOS. Additional pov coding in WinPov's editor to create the planet and sun. warp ---- EMAIL:swl7m@virginia.edu NAME:Stephen Lavedas TOPIC:Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED:Povray 3 TOOLS USED:Povlab 4 beta 10 RENDER TIME:unknown HARDWARE USED:6x86 166+ w/32mgs IMAGE DESCRIPTION: This is my idea of what one might see as they approach either light speed, or a time warp (sorta related) the middle is the event horizon approaching and appearing to distort space-time. I assume that as we approach light speed, we would see more light as we accelerate toward stars etc, accounting for the bright center and the distortion along the sides DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Everything was modeled in Povlab. the tori are gold, the cylinders on the outside are brushed aluminum, everything is contained in a large cylinger with a fire pattern as a background. The distortion in the center is a hemisphere of glass and the blue pattern behind it is a sphere with the texture electricity. Another cylinder surrounds the glass comes back past the camera with the texture lightning2. Placing the light between the camera and the hemisphere creates the bright spot in the middle. Around the outside edge are boxes placed just for effect textured in silver. Ellipses with the texture electricity are placed at random junctures between tori and cylinders wbandnod -------- EMAIL:m1m@wow.com NAME:MaryAnn Mandell TOPIC:Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED:POV for Windows TOOLS USED:Moray and Terrain Maker RENDER TIME:1hour 30Min aprox HARDWARE USED:pentium 100 IMAGE DESCRIPTION: Winken, Bliken and Nod sail off each night o'er a silver sea To wonderful worlds we go What amazing sights to see! Just Winken, Bliken, Nod and . . . Me! This poem is hundreds of years old, exists in many, many languages, has as many variations as there are mothers/fathers to tell it and is probably one of the first science fiction epics that we have ever heard. It is an archetype. It may not be remembered, but it is deep within us. It could be the fountain for all the works that have since flowered. That is why I have chosen this as the science fiction work to interpret. The scene, which uses a kid's crayon box colors, depicts the wooden shoe transport vehicle perched precariously on a cliff that overlooks a fantastic landscape which includes a fire breathing dragon (all dragons should breathe fire), and a silver sea with jagged mountains . The sky is filled with rainbows, a comet, strange planets, a flying saucer and a castle floating in the air. Size and spacial relationships do not matter. This is my dream! MaryAnn DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I used Terrain Maker to create the mountains and the cliff that the shoe sits upon. Then I put it in Moray. This cliff was done using the difference of a cube and an upside down height field, which left a jagged cube as the surface so I could texture it differently from the cliff and the mountains. All the mountains were done using Terrain Maker and Moray. The Shoe Ship, the dragon, flying saucer, and the castle were created with Moray using lots, lots and lots of CSG. The textures and colors were begun in Moray using all those sliders to get the exact color or texture desired. Then I moved everything to win-pov so I could add stuff and edit. The clouds, comet, planet and dragon's breath are halos using various degrees of turbulence. The rainbows are essential because they (I need both) tie the shapes and colors together. They are fun. MaryAnn xufo ---- EMAIL: dolivier@cyberstation.fr NAME: Denis Olivier TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: WINPOV 3.0e TOOLS USED: POVLAB RENDER TIME: 0 h 44 mn HARDWARE USED: Pentium 166 IMAGE DESCRIPTION: Big flying saucers over a lake DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This image was done and build under POVLAB. There's several height-field, one for UFO and others for background mountains. I use fog and atmosphere to simulate a large deep space. HF were created under a paint program with hand. No texture were created for this scene, all come from POVLAB. yt-2400 ------- EMAIL: bobhayes1@aol.com NAME: Bob Hayes TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Pov-Ray 3.0 for Windows TOOLS USED: Micrografx Designer, Coral Xara, and Photoshop for texture and bump map creation. RENDER TIME: About 3 hours HARDWARE USED: 486 66 w/ 16megs RAM IMAGE DESCRIPTION: This is an image of Dash Rendar's "Outrider" in a docking bay on the planet Tatooine. Dash Rendar is a character from the book, "Star Wars: Shadows of the Empire" by Steve Perry. The "Outrider" is an ebony Corellian YT-2400 frieghter. This ship, like the more famous "Millennium Falcon" (an older Corellian YT-1300) is used for smuggling. Dash likes his ship to look good, much of the hull is highly polished and the "Outrider" exterior shows little of the modifications made under the hood. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The ship was modeled by hand after making a rough sketch on graph paper. I used Micrografx Designer and Corel Xara to create the texture and bump maps for the ship. Photoshop was also used on the maps and to make the landing bay height field image. The cockpit took a while to figure out how to do it with CSG, but I'm very happy with the results. The ship is one object and I plan to use it in some animations in the future. zflight ------- EMAIL: ziggy@village.instaview.com NAME: ziggy stardust TOPIC:science fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: Truespace 2 RENDER TIME: HARDWARE USED: pentium/133 Generic Clone, NT 4.0 IMAGE DESCRIPTION: DESCRIPTION OF HOW THIS IMAGE WAS CREATED: zone-x ------ EMAIL: chaad@micronet.fr NAME: Charles Dizier TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 3.0beta TOOLS USED: Povlab RENDER TIME: 30 hours HARDWARE USED: Pentium-166 IMAGE DESCRIPTION: Light hatmosphere like Alien DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Simple image created with povlab. The model of pipe as be taking to povlab objects.