TITLE: This could be reality! NAME: Toni Bratincevic COUNTRY: Croatia EMAIL: tbratinc@barok.foi.hr WEBPAGE: http://members.xoom.com/Intercepto TOPIC: Horror COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: tbhorror.jpg ZIPFILE: tbhorror.zip RENDERER USED: POVRay 3.1 TOOLS USED: POVRay 3.1, Moray 3.1, sPatch, PhotoShop RENDER TIME: 1d 8h HARDWARE USED: Pentium 133 (64 Mb RAM, 1.6 GB HD, Win NT 4.0) IMAGE DESCRIPTION: Look at picture and title. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I used several software packages for creating this picture. Moray was used for modeling most object. Buildings, lamps, road and some other elements were created using Moray modeler. This is done mostly using primitive objects and CSG operations. As for textures, only names are created in Moray and applyed to objects. Lately, after exporting scene to POV file, I wrote textures in POVRay editor. The boy was created in sPatch using splines. Since my most critical part is organic modeling, model of the boy is not so real. If I had more time maybe, he would probably look better, but... :( The explosion was made out of objects filled with volumetric textures. One lathe was used to shape the edges of this mushroom. That lathe object was used as container for explosion (volumetric texture - media). I used emission and absorption commands with density and color map. The incoming flame wave is not part of mushroom. It is one simple box, also filled with volumetric texture. I'll try to write this or next month some tutorials about how to use media for creating explosions and some other effects. Crushed walls in explosion are made with Height Fields painted in PhotoShop. Bird and bear are created in sPatch, exported to moray and transformed to desired position. Tree is generator I'm working on. Why it is without leafs ... little memory. I just updated this generator. If you want to see it, homepage address is above. It is still in beta version, but it can be used to generate very nice trees and it has modular structure. Grass and little rocks are made with two Height Fields and little algorithm who use polygons to create grass. The picture was rendered with radiosity. Area light are used to produce soft shadows. Lights are not white, yellow color was used to simulate the ambient when sun is fading in horizon. Another yellow light is used to simulate light from explosion. Fading over distance was used for this light. Third light with little intensity (0.2) are used to simulate ambient lighting. Sky is made out of one sphere with gradient and plane with one texture trick used to simulate light from sun. I will probably write one small tutorial about it. In the mean time look at the source code. Source code is very messy ... sorry about that. That's all for now ... if you have some question send me e-mail.