TITLE: Life Above the Desert NAME: Skip Talbot COUNTRY: USA EMAIL: skipt1@aol.com WEBPAGE: http://www.skip.cc TOPIC: Desert COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: lifeabov.jpg ZIPFILE: lifeabov.zip RENDERER USED: POV-Ray 3.6 TOOLS USED: Rhinoceros 2.0 RENDER TIME: Approximately 3 days HARDWARE USED: Pentium IV 1.8 GHz 512 MB IMAGE DESCRIPTION: The barren wind swept dunes are completely devoid of both water and life. Yet the sky above is a bustling city of airships, floating far from the scorching, shifting sands. Hydrogen, mined by a floating station tethered to the surface, is the life giving center of the complex. It is used in everything from power, with its fusion byproduct, helium, used to keep the ships safely afloat, to propulsion, to water production. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Work started with the sand dunes. The dunes are an isosurface utilizing the f_ridged_mf function and the bumps pattern to give the peaks a varying height. Throw a little extra crand into the texture, compensating for the focal blur, and you have got some decent sand. Focus then shifted on the lighting and atmosphere. I decided not to complicate things, since I wanted a simple clear desert sky, and went with a layered sky_sphere. The sun is a point light aligned with a gradient texture in the sky_sphere to provide a bit more natural lighting for the radiosity. I kept the scene simple with a ground fog for the atmospheric shading instead of media. Radiosity is recursion limit 2 and 1.5 brightness. The camera was set low to the dunes with a rather unrealistic focal blur. Objects set out a few hundred feet are still blurry, yet this adds to the artistic accent. This scene is a sci-fi surrealism so I was not hell bent on realism like I usually am. The camera is also super wide angle with an aspect ratio providing a panoramic view. All airships were modeled in Rhinoceros. Some of them are reminiscent to conventional airships and dirigibles, and some are wild, new designs. The larger unique ships were hand placed and the small blimps were distributed along splines and random clusters via a few loops. I went heavy on the variable reflection for the textures, and used random seeds to texture the small blimps. A high quality PNG and the POV source are included in the ZIP file. I left the 40 MB of mesh out to save space.