TITLE: Down the drain NAME: Thomas de Groot COUNTRY: Netherlands EMAIL: t.degroot@inter.nl.net WEBPAGE: none (yet) TOPIC: Absence COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: dtd.jpg ZIPFILE: dtd.zip RENDERER USED: megaPOV 1.2.1 TOOLS USED: World Machine BE 1.25, Leveller 2.5, Silo 1.4, Moray 3.5, POV-Ray/Megapov 1.21, Poser 5, PoseRay 3.10 RENDER TIME: 2 hours 40 minutes HARDWARE USED: HP Pavilion Media Center m7490.nl; Pentium D 930 dual-core; 2x3GHz IMAGE DESCRIPTION: When the K'taah drained the world's oceans to replenish their hydroponic tanks, this proved to be a major inconvenience for everybody on Earth. (However, this was nothing compared to when they flushed back their recycled sludge, before leaving...) DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Landscape: The height_field was first built in World Machine, exported to Leveller where camera settings were established and a groundpoint file for the trees was calculated. The basic scene file was then exported from Leveller to POV-Ray. In the foreground, a second height_field was added to simulate the ripples in the sand. Objects, includes and macros: - The height_fields were textured using slope and altitude. I leaned heavily on Rune Johansen_s demo-scene slopemt.pov to achieve my purpose. Most textures are my own or reworked from others. Special mention however for the sandstone texture by PM2Ring; - For the sky I used the _Moon_ technique developed by Bill Pragnell. This ensured the distance effect for the gigantic starships (or are they condos?). Texturing, light, and fog were selected according to a technique developed by Gilles Tran; - The clouds are a df3 file made with Gilles Tran_s MakeCloud macro; - The sea gulls in the sky are blobs, originally modelled by Mick Hazelgrove for his IRTC entry: Preacher. I worked further on the model and included it in a random distribution macro; - The standing water body is a simple texture macro developed by Gilles Tran; - The trees are very basic mesh2 objects, originally built in Moray from bicubic patches, then finished in Silo; - The shells on the sand were modelled in Moray with the Seashell plugin by Philippe Gibone; - The rocks were made with the Makerocks include by John van Sickle; - The classical pillar segments are CSG models built in Moray; - The rusty anchor, likewise, is CSG built in Moray; - Silo was used to build the meshes for the wreck in the middle foreground, the jetty to the left, the piece of driftwood in the foreground right and a metal drain to the right, which was cancelled at a later stage; - I couldn_t refrain myself! I just wanted to use the greebles macros by Zeger Knaepen, so that resulted in the starships in the background; - Last but not least, I made heavily use of the very useful Position Finder macro by Norbert Kern. Without that macro I would have lost valuable time in searching for the correct position of all the displayed objects. With the macro, it was simply a question of minutes. See: ; Third-party objects: A number of third-party objects were used in this scene. - The ship to the right (San Juan): Taschen 3D objects collection. Very detailed mesh model I often like to use whenever I need a sailing ship somewhere; - Lobster: Taschen 3D objects collection. Detailed mesh model; - Lighthouse (Pensacola): by Bob Hugues. POV-Ray model. See: http://news.povray.org/povray.text.scene-files/thread/%3C39a8ab59%40news.povray. org%3E/?ttop=216446&toff=350; - the boat to the left: a mesh object, originally modelled in sPatch by Anto Matkovic (model seems not to be available anymore); - Human figure: Poser 5 model; All persons cited are kindly acknowledged.