TITLE: Sea Fight in 17th century NAME: Tobias Augustin COUNTRY: Germany EMAIL: tobaug@t-online.de TOPIC: History COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: seafight.jpg ZIPFILE: seafight.zip RENDERER USED: Povray for Windows 3.1 TOOLS USED: Moray 3.1, AC3D 2.0, 3DWinOGL 3.4 RENDER TIME: 1 h 30 min HARDWARE USED: AMD K6-2 333Mhz, 128 MB RAM IMAGE DESCRIPTION: The picture shows two sailing-ships fighting each other. In the background a third ship approach the scene. In addition there is a small island at the horizan. The type of the ships is called "Pinasse". These small ships where used as battle-ships and as trading-ships in the 17th century. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: In general the scene was created with Moray 3.1. One of the ships consists of about 500 parts. I used different kinds of objects. The ribs, planks, decks, bow and figure-head were created with AC3D. I used a scanned background images two draw these parts in correct scale. The exported verticies from AC3D then were convertet by text editor and 3DWin to RAW and UDO files (depending on the size) to use with Moray. The cannon hatches, doors and windows in the rump are made with a "difference CSG" between the rump and simple objects like cubes. For many objects like the cannons, flagg-staffs, masts, lamps, and crow's nests i used rotation swaps. The sails and flaggs but also the bow waves are bezier patches. A little problem were the shrouds and the riggings. After several non-satisfying attempts i took RAW objects, one even and one arched, with a quadratic cross-section for the riggings and a vertcies mesh for the shrouds. These RAW object were created with AC3D as well and then copied and scaled with Moray. A few words to the textures: The clouds in the sky are spheres and ellipsoids with a light emitting media. The shots of the cannons contian two objects. One rotation swap with red and yellow media and partially diaphanous red and yellow surface for the fire. The smoke arround is an UDO also with light emitting media. The flags have a imagemap texture. The sails have a layered texture the basic layer is a black and white imagemap for the streaks and the second layer contains a partially diaphanous colormap. The water and the bow waves have different partially diaphanous reflecting colormap textures. Below the water surface (a cube) a few meters deep there is a second object (a plane) with another (less diaphanous) colormap texture. In this manner the water looks more natural than only with one object for the surface because like this i could use different colormap patterns for the little waves. My ZIP file of this scene don't contain all source files! Sorry, but that's about 50 MB of files. And i don't want to kill the IRTC mailbox and my telephone bill! But i tried to give you enough to get an idea to duplicate the scene. If you like, have fun.... But another cutback! Moray needed about 300 MB of RAM to work on the scene. Be carefull, that can be quite slow.