TITLE: Starting a Family NAME: Michael Hough COUNTRY: USA EMAIL: AmaltheaJ5@aol.com WEBPAGE: http://members.aol.com/amaltheaj5 TOPIC: Nature COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: bluejay.jpg ZIPFILE: bluejay.zip RENDERER USED: POV-Ray 3.02 for Windows TOOLS USED: POV-Ray for Windows, sPatch, Paint Shop Pro 4.0 RENDER TIME: Around 5 hours 30 seconds HARDWARE USED: Pentium II 233 64 MB RAM IMAGE DESCRIPTION: Deep in an evergreen forest, a blue jay adds onto her nest as her mate keeps a look out for possible danger. The nest is contructed of twigs and roots, then lined with grass and feathers. There will be five new mouths to feed if all goes well. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The orginal idea for this image really flew right by me; A blue jay that is. They really are pretty birds. So I set about creating one in sPatch as my first real project in the program. The modelling for the body and head of the bird was pretty easy and went by pretty quick. The problem was that I had a good looking crow, but it wouldn't pass as a blue jay. I had tried pulling some of the points away from the head for the crest. This didn't look right, so I created a new layer and created a seperate group of patches with more points so I would get a little more control over it. I did the same thing with the wings, legs, feet, and tail. All together there is about 6 layers in the sPatch file. One thing worth noting is that I only used 4 point patches in sPatch. This made things go a lot slower and required planning, but the end result was a much smoother model than I could have done by including 3 point patches. All the parts were exported as seperate pov files, which I used like one would use include files. I removed the lighting, cameras, textures, and #declared each one with a name (ie. wings). I used an image_map for each of the 'parts', which I created by projecting a numbered grid created in PSP onto the model in POV-Ray. I used a planar mapping because none of the other map types created a good distrubution of the grid. Then I painted on the grid so that the placements of the colors matched up to where I wanted them on the model. This took a lot of jumping back and forth from PSP to POV...when those were done, I created a 2 color material_map to get the shine on the beak. I used the images as bump maps for some of the parts. This added some nice highlights to the wings in particular. Other than the jays and the two feathers in the nest (also created in sPatch), I used procedurals for the rest of the scene. The only two parts of the Jay that aren't patches are the eyes and eyelids. The eyes are spheres and the eyelids are tori. I lined them up by checking the position against the grid in sPatch (plus a little trial and error). I used the grids in sPatch for a lot of the aligning, especially the nest to the jay's feet. The nest is a psuedo-fractal 'twig' object that was spun around with a few while loops that include about three parts that are put together. The same method for the twig was used for the dead branches that the nest and jays are on (also the twig in one of the jay's beak). It took a lot of fiddling with the rand amounts and the directions (had to use a lot of #ifs to change the direction where I wanted it to). The eggs were created in sPatch as well. I used the point curvature manipulation tool to get the one end of the egg narrower than the other. The texture is a bozo pigment with an appropriate finish and very little crackle normal. They were placed in the nest with a little trial and error. The feathers were moved and rotated so one looks like it is resting on the nest and the other was built into the nest. The gaps in the nest were filled using a cone to which I applied a somewhat 'fuzzy' texture to get the look of downy feathers lining it. The two branches of evergreen are something I got as a gift from someone on aol. I showed him an early version of the scene and mentioned I wanted to make some evergreen branches and he sent the file to me. They are composed of needles that are thin (scaled) spheres and duplicated a few times and declared. Then they are reused in the same manner to build up the branches. I changed the colors and made the needles a little longer, but not much else, since it was very good to start with (thanks Dave). The ground is a height field that was scaled very flat and a texture_map was applied to it. Then a 'sun' light was created and I made two planes with varied transparency to get the effect of the light through the trees. A ground fog and a touch of focal blur finish off the scene. A little trivia: without the focal blur or fog, the scene actually takes longer to parse then it does to render. I think I did a good job of managing the complexity of the scene considering the size of the file and all the things going on in it. ...and so ends my long scene description. I included all the source this round, though I've reduced the size of the images for the image maps and converted them to jpeg so as to lot to save space. -Mike