TITLE: untitled_17 NAME: Bruno Gimeno Ferrer COUNTRY: Spain EMAIL: bgimeno@lycos.es WEBPAGE: http://usuarios.lycos.es/Game2413 TOPIC: Forces of Nature COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: untitled.jpg ZIPFILE: untitled.zip RENDERER USED: Pov-Ray 3.6.1 TOOLS USED: Poser 4 (c) 2001? by Curious Labs - http://www.e-frontier.com/ Poseray (c) 2005 by FlyerX - http://user.txcyber.com/~sgalls/ Arbre.inc (c) 1999 by Steven Pigeon - http://home.pacbell.net/tylereng/index.html Depth Of Field.inc (c) 1998 Francois Dispot Furtex Macro (c) 2000 Rune S. Johansen - http://runevision.com/ Photoshop 5.5 http://www.adobe.com Goldenratio.ini an ini wrote by myselft to adjust the width/height of the image RENDER TIME: About 6-7 Hours HARDWARE USED: K-6 400Mhz with 128 Mb Ram "under" Windows 98 for develop the 95% of the scene code and a Pentium IV 2.4 Ghz with 1Gb Ram "over" Windows XP for final tests and render IMAGE DESCRIPTION: DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Terrain Is was done following the Neil Korban's tutorial "Drop on a Surface", available in http://www.wikipov.org/ow.asp?DropOnSurface, but instead of place randomly objects on the surface, the objects were arranged inside a double #while-loop. The Ground is a height_field object created with Photoshop's plugin Render Clouds, and a slightly customized paintbrush tool to draw the cracks. Floor tiles In the final version are isosurfaces generated from a example code included in pov-ray. They were placed in the scene by two macros, one to place sufficient floor tiles to cover all the scene over height_field on the ground, and other to scatter a few floor tiles on the previous macro. Water This object is another height_field created in photoshop to simulate the ondulations on the water and that was scaled to cover all the scene. Trees They are located outside the direct field of vision of the camera. They were created using the macro Arbre.inc of Steven Pigeon. Leaves Leaves were created from the leaves that came with arbre.inc, but modified to include a certain random component in the form and the color. They were located in the same way that the random floor tiles. Birds CSG Union of sphere_sweeps and spheres scaled and rotated randomly to appear the movement of the wings. They were placed to fit his position where they were reflected in the water. Fence CSG Union of cylinders using a simple #while loop. Cat Is a character from Poser 4 imported with Poseray and texturized with the Furtex macro of Rune Johansenn. Golden Ratio The floor tiles and the image file have a proportion of 1 by 1.618, also well-known like golden ratio or divine proportion, one old natural relation present in many alive beings between a part and the whole. More info at: http://mathworld.wolfram.com/GoldenRatio.html Final adjustments the final image was adjusted in brightness and contrast, and added signature and URL with photoshop 5.5 --------------------------------------------------------------------------------- --------------- Terreno Se hizo siguiendo el tutorial de Neil Korban "Drop on a Surface", disponible en http://www.wikipov.org/ow.asp?DropOnSurface, pero en lugar de colocar los objetos aleatoriamente sobre la superficie, se dispusieron mediante un doble bucle anidado para formar las hileras y las colummnas. La superficie es un objecto height_field creado en photoshop mediante el filtro Nubes y una levemente modificada brocha para situar las grietas sobre el terreno. Baldosas En la versi_n final son isosuperficies generadas a partir de un c_digo de ejemplo encontrado en los ficheros de demostraci_n de pov-ray. Se situaron en la im_gen mediante dos macros, una para situar suficientes baldosas para cubrir toda la escena sobre el height_field del suelo, y otra para esparcir unas cuantas baldosas sobre la macro anterior y figurar que habian sido arrancadas del mismo suelo. Agua Es otro objeto height_field creado en photoshop para simular las ondulaciones sobre el agua y que cubre toda la escena. _rboles Son 3, situados fuera del campo de visi_n directo de la c_mara. Fueron creados utilizando la macro Arbre.inc de Steven Pigeon. Hojas Fueron creadas a partir de las hojas que ven_an con arbre.inc, pero modificadas para incluir un cierto componente aleatorio en la forma y el color. Se situaron en la escena del mismo modo que las baldosas aleatorias. P_jaros Union de sphere_sweeps y esferas escaladas y rotadas aleatoriamente para figurar el movimiento de las alas. Se colocaron para ajustar su posici_n donde se viesen reflejados en el agua. Verja Uni_n CSG de cilindros usando un simple bucle #while. Gato Es un personaje de Poser 4 importado mediante Poseray y texturizado con la macro Furtex de Rune Johansenn. Proporcion Aurea Las baldosas y el fichero de im_gen tienen una proporci_n de 1 por 1.618, tambien conocida como la proporci_n _urea o divina proporci_n, una antigua relaci_n natural presente en muchos seres vivos entre una parte y el todo. Ajustes finales La im_gen final renderizada con pov-ray fue ajustada en brillo y contraste, y a_adida la firma y url con photoshop 5.5