TITLE: "Night of rain" NAME: Guillermo Espitia Rojas COUNTRY: Colombia EMAIL: gespitia@latino.net.co TOPIC: Water COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT JPGFILE: ger_agua.jpg ZIPFILE: ger_agua.zip RENDERER USED: Pov-Ray Windows 3.02 TOOLS USED: Moray Windows, Spatch, CorelDraw 5, Photopaint 5, Irfanview RENDER TIME: 18h 30m HARDWARE USED: Pentium 233 Mmx 32 Mb IMAGEN DESCRIPTION: This image only tries to represent one night rainy. The idea arose from classic from cartoons "Lady and the Tramp". DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 1. ORGANIZACION OF THE SCENE With primitive I made a representation macro of the scene to study the location of the camera, the frame of the scene, and the nocturnal illumination. 2. NIGHT I used one sky_sphere with very dark colors. Ambient of most of the objects was placed in 0.1; it was to me more advisable than to use global_ambient. For the illumination I used fade_distance of less than 4 meters to allow dark zones. 3. RAIN I looked for to represent rain by means of a texture, to avoid the increase of the time to render. After several tests, the best result was obtained with a texture with spotted in pigment. Color_map of the texture is transparent in a 90%. 10% represent the drops of rain, of clear gray color and average transparency. The texture was placed on a perpendicular plane to the camera. In order to visualize the color of rain, the plane was located in front of all the objects, very near the camera, and it was illuminated with a light with 2,5 ms of fade_distance. 4. SUPERFICIAL WATER The outer floors are heigh-fields. Gifs was drawn with CorelDraw and "motion blur" with PhotoPaint was applied to them. The texture is made up of two layers: first it represents the basic texture of the material, and the second layer represents the superficial humidity. Additionally, the floors have a box of 3 mm of height to represent the superficial water. The water pool, parallel to sardinel, is heigh-field; drawn with CorelDraw and altered with Photopaint. 5. STONE WALL Textures with several normal (granite, marble, agate) was used to represent the natural rock. The meteorized rock was created with crackle and mandel. Something of crand was used. 6. HOUSE AND POST OF LIGHTING SYSTEM They were constructed with primitive and some CSG. 7. GENTLEMAN The gentleman was modeled with Spatch. The umbrella is an obtained object of the Web. 8. ILLUMINATION The illumination is made up of three point lights for lighting system posts, four point lights in the outside of the house, two point lights inside the house, and two point lights of support. A support light was used to reduce the effect of the shades in the platform and to emphasize this zone. The other light of support was used for rain. Area lights were not used to avoid the increase in the time to render. 9. MODELED AND RENDER I tried to have the greater amount available of RAM during modeled and render. The general idea was to maintain low values for the limits of memory for vertices and edges, to obtain rapidity in the modeled and render. During the modeled: Once modeled, the main objects "disappeared" of the screen with the "Visibility Level ", one by one. During render: 500 KB for memory of vertices and edges were only left. For this the "Visibility Level " was used, and the visualization of the Bezier Patchs was eliminated. 10. GRATEFULNESS I thank for the aid provided by Jaime Vives. Its ordered and clear code was to me very useful, as well as its observations and suggestions via email. ************************************** Altavista Translation requests excuses by its English. :-) **************************************