TITLE: Gateway To Hell NAME: Stefan de Bruijn COUNTRY: The Netherlands EMAIL: atlaste@dds.nl TOPIC: Horror COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: gw2hell2.jpg RENDERER USED: Pov-Ray 3.0 for Windows. TOOLS USED: Liquid Spray - Chris Colefax, Poser 3.0 - Metacreations, WCRT2POV - ?? RENDER TIME: 2.59.01 HARDWARE USED: Pentium III-450, 64 MB ram, 16 MB 3Dfx-Banshee, UDMA-2 HD. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Jee... That's what I call a question. It's too much to write it all down... I started with the stones; in a lot of scripts of course. All a tiny bit shifted and all a tiny bit turned (random). When the stones were allright I started on the window in the wall. It's incredably difficult to build a window like that with that much objects. You can't simply union all the backwall stones and then perform a difference: it would take too long. So I've avoided a lot of extra calculations by dividing the wall in parts. That's good enough to render the image in a reasonable time. Oh: by the way: the stones are all superellipsoids; no cubes are used in here. So far for the stones-section. The water was next to come. Thank God I had the Chris Colefax excellent include file for the water coming from the cylinder (difference with another cylinder to make it hollow, of course) The next problem was the water underneath. The ripples are all centered around the point of the water coming in the pool with some crackle to make it more realistic. The smoke on top of it are in fact two layers of half-transparent textured planes. Halo's took too long to render... The drops from the ceiling are made with blobs to make them pretty and then scaled along the y-axe to suggest that they are falling. The fire is a plane with a very difficult texture on it. Oh: by the way: all textures are handmade with a little help of a utility I made to easily pick colors. (that's the reason of the weird values). I won't explain the heart of the source-code: the textures. It would take too long to explain. But I haven't ever seen textures of this size. I think that should do most of the scene. The rest can be found in the source code.