TITLE: Man & Nature NAME: Bruno CABASSON COUNTRY: France EMAIL: bruno_cabasson@yahoo.fr WEBPAGE: none TOPIC: The Opposites COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: mannatur.jpg ZIPFILE: mannatur.zip RENDERER USED: POV-Ray 3.6.1 TOOLS USED: Spilin for splines, GIMP 2.0 for label text and JPG conversion. RENDER TIME: About 2 30 Hours HARDWARE USED: AMD Athlon XP3000+ (clocked 1.8Ghz) IMAGE DESCRIPTION: In this very beginning of 21st century, Man and Nature are really opposed to one another. My idea: wild nature as a paradisiac island, opposed to so-called civilized man and an ugly factory. The opposition is also concerning the amount of code. The beautiful island is described by few lines, the dirty factory required much more. All is my own: all non-POV-standard stuff is mine, and all made from scratch. In the ZIP file, one can find partial renders of the scene. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Only SDL code, no image maps. The island and the sea bottom are an isosurface (or an height_field, depending on the parameters used for render - see code's top), derived from a turbulence'd spherical pigment, with a repulsive black_hole to form the crater. The texture used is not very advanced, but uses slope_map with some simple yet sufficient textures to cover the surface and mimic rock and vegetation. The lake is a prism and was made by using the orthographic ABOVE_CRATER_CAMERA of the code and the nice small tool 'spilin' for the contour. I scaled both POV render window and spilin's the same, superimposed them and switched from one to the other by ALT+TAB and followed the contour with the mouse from one point to another. The texture is scattering and emitting media. The sea is a hollow plane with media and a surface texture. The latter is multi-layered, one with the same pigment used for the island to fit the shore and look like breaking waves. Another layer is for the waves on all the surface. The factory: costed me quite more work. All textures were made from scratch and I am quite proud of the result, especially metallic textures: pipes, reactor gate, posts. I also like the cheminey, the reactor gate and the light stands. The buildings are very simplist, only boxes. The smoke is media with a trubulence'd cylindrical pattern combined with a planar pattern for the vertical fade-out. I also worked a bit an the surrounding wall texture (quite a complex one ...). The shapes use CSG, lathe, isosurface (pillars and light pylones), sphere_sweep for the pipes. Unfortunately all details are not visible in the image, considering the angle and point of view, but it was also a good exercice for myself. Therefore I ship partial zoomed renders of the scene to focus on some specific and interresting areas. Good luck to all entrants.