EMAIL: ggargett@attbi.com NAME: Greg Gargett TOPIC: Worlds Within Worlds COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. TITLE: Four Worlds COUNTRY: USA RENDERER USED: Povray 3.1g TOOLS USED: Moray 3.3a, Spline Tree, BlobMan People RENDER TIME: 3 days? HARDWARE USED: Gateway P850 XL, Dell GX110 IMAGE DESCRIPTION: I wanted to get away from a "realistic" rendering this time and go more abstract with the topic but the killer concept never popped into my head so I did this rather lame interpretation involving an apartment building. The four windows give a glimpse into the four different worlds contained within the building. Someone call the fire department! DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The building is just a bunch if cubes with three different bricky textures applied. One row was created and that copied to build up the walls. All this was GSC unioned together to create walls that I then cut door/window holes by a GSC difference. Column caps are rotation sweeps. Started working on lighting next. We have one area light off the upper-right acting as a streetlight. A spotlight off to the left dimly illuminates the lower-left corner of the building. Since all textures have an ambient of 0 I added a light blue "filler" pointlight far off the front of the building to fill in the shadows. Fiddled around with light intensity and falloff to get the look I wanted. Did the crown molding, entryway, steps, walkway and sashes next. All primitives. Lots of superquads. Powerlines added by using bezier tubes for wire. Coded up some trees and bushes using Andrew Clinton's Splinetree macro. Put these into an .inc file that I added to Moray's include file list for the scene. Grass was created using an image dotted with white, gray and light gray dots as a heightfield. Used the leaf images provided with Splinetree to create leaf objects that I sprinkled around. Added fencing. Added a backdrop picture so something reflects off the windows. Created the interior walls next. Now I had to populate the place... "Lover's" room: Just a red light shining behind an imagemap of an embracing couple casting a shadow on some bezier patch curtains. "Alien" room: Aliens are bezier patches and cylinder limbs covered with a bumpy gray texture. "Fire" room: Flames are just a trans sweep. Not great looking but I was running out of time. Added smoke using an absorption media texture inside a cube filing the room. "Suicide" room: Used Peter Houston's BlobMan People macro to create the human. This .inc file was added to the include file list for the scene. Added some furniture elements and a blue area light to simulate TV glow. Since this dog was taking so long to render and time was running out I had to split rendering between my home PC and my office PC. I thought I had duplicate rendering options set but the anti-aliasing looks different between the top half and the bottom half. Not really noticable, though. Once the first renders were complete and stitched together I did some tweeking but just rerendered the affected area and pasted the patch on to the main image. That's it.