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 Vl