TITLE: Shark Dive NAME: Wildarts COUNTRY: Finland EMAIL: wildarts@mbnet.fi WEBPAGE: not yet available TOPIC: The Sea COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: sharkdiv.jpg RENDERER USED: 3D Studio MAX TOOLS USED: ProgMesh 1.2 for lowering scene complexity RENDER TIME: - HARDWARE USED: - IMAGE DESCRIPTION: I have mainly used Mo-Ray and Pov-ray, but now I had a change to try modelling with 3D Studio MAX at my friends Architect office. I have been practising MAX for little over a year, but this was the first scene I'm really worked for. I wanted to make the feel of excitement and fear to honer all the deep sea divers in 19th century who jumped in to unknown to explore the depths of the roaring sea. They were the astronauts of that time. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The scene contains 5 lights 150000 faces and 200 objects. This image involved a lot of pioneer work, since this is the first underwater image I have done, not to mention the first time I modelled a human. To get started with I did a few sketchs about what the final image would look like and went to the library to find books about sharks, divers and sea life. Then I modeled the sharks using Box-modelling. After completing the sharks I moved to other components. I made the wreck using standars primitives and extruded curves, amforas using lathe object and two lofts. The starfish is made using Nurbs curves as well as the weeds. The biggest problem was to do the Siebe diver, because I had never done a human before. It's a combination of nurbs objects, standard primitives, box-modelling and a set of modi- fiers (Push, Noise etc.). The environment is made using exponential fog for water effect, cellular material for water surface, projector volume light for light rays, and a cellular projector light for caustics effects. After completing all the elements I did a series of test renderings (about 20) to fine tune the image. I'm still not happy with result, but because I'm having a lot of things to do at school right now, I think it will do for now. Hope you guys like it! P.S. Nearly all materials are procedural. I used maps just for the wreck material and light rays.