TITLE: DBsFanty NAME: David Bridge COUNTRY: UK EMAIL: davidbridge@msn.com WEBPAGE: N/A TOPIC: Fantasy and Mystic COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: dbsfanty.jpg RENDERER USED: MegaPOV V0.6A TOOLS USED: Poser V4 - The nude female figure. PoseRay Build 1.0 - to convert the Poser object file to Moray / POVRay objects. Moray V3.3 - for object placement. Lparser - for the plant. PaintShop Pro V4.1 - for image file conversion. RENDER TIME: Several hours - in several 'chunks' while my daughter wasn't using the computer! HARDWARE USED: AMD 900MHz, 128M RAM IMAGE DESCRIPTION: The usual male fantasy - the naked female form! DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This is another image that came about almost as an after thought. I had just about given up trying to find a fantasy image I could do justice to; I had been toying with ideas to do with Wizards, Hobbits, Goblins, fairies, etc. - none of which I could model! So I had given up for this round and decided to have a look at using Poser models in POVRay / MegaPOV. It was quickly apparent that fully-clothed figures with separate texture maps was some way ahead so I was just experimenting with a naked figure that I could cover with a single flesh coloured texture and from the back the object would look fairly realistic. Once I had reached this stage I thought that perhaps I could use a naked female form and enter this round after all. I created a bathroom / shower scene in Moray - nothing too complex here; almost all created with cubes. The plant is a Lparser model which I converted into an include file and the painting I created in POVRay based on inspiration from David Morgan's Monet entry in the IRTC Gardens round. Two major problems: 1. The Glass. I've generated innumerable images trying to get the glass to my liking. I wanted an effect of patterned glass to subtly obscure the figure. I quite like the crackled normal pattern but I'm still tweaking it, the actual base colour and the transparency to get it 'just so'. 2. Lighting. Point lights cast too sharp a shadow so I moved to area lights which slowed down rendering to a crawl. Even test renders took several hours. Almost all the surfaces have some reflection in them and of course there is a large area of glass to deal with but the softer shadows do look better.