TITLE: Spring Forest NAME: Chris S. COUNTRY: U S of A EMAIL: chris@bluelectrode.com WEBPAGE: None TOPIC: The Wilderness COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: spforest.jpg RENDERER USED: MegaPOV 0.5 TOOLS USED: Photoshop 5 (jpeg conversion and heigthfield creation) RENDER TIME: 39 hours 44 minutes 29 seconds HARDWARE USED: Pentium III 128MB RAM IMAGE DESCRIPTION: Imagine, the dawn of a new day. Stark winter winds have receded. Tall sentinels, with roots that seem to tunnel to the center of the earth, stand watch over the land. Once blanking the entire valley, deep snow has now melted away. Boulders deposited in the creak beds by glaciers long past, are now drowning in the runoff. Already some meager vegetation has taken advantage of the early winter thaw. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I first started with a basic idea...a lush forest full of vegetation. I then experimented for weeks, scribbling ideas on paper, until I found a suitable layout. Once armed with this layout, I began in POV to add the first elements to my scene. This is actually the first time I've gone completely without a modeler cold turkey. IMHO I don't know how I could have done this _with_ a modeler since I used POV's powerful scripting abilities most of the time to place objects. BTW, I even made the signature in POV, all CSG and sphere_sweeps. Yeah, go POV! First, a heightfield envisioning a rudimentary creak bed was laid as the basis for my scene. Then trees, focussing on the intricate layout of the root structures were created by a macro brandishing sphere_sweeps. Thanks go to Marcus Ramst for getting the basics in that macro to work. The water was created using a specifically textured box. The larger boulders are blobs placed in precise locations. Almost everything else is randomly placed using macros and the trace() function. To be honest, I was aiming for a "lusher" forest than the one pictured here, but I miscalculated the appropriate scaling for the most dominate grass layer and then didn't have time enough after a 39+ hour render to fix my mistake before the deadline. Oh well, would you believe early spring;) Some light fog, two area lights, radiosity, and antialiasing round off the scene. Should anyone be interested, the code is available per request.