TITLE: Captain 8-Ball Conquers Mars NAME: Matt Giwer COUNTRY: USA EMAIL: jull43@tampabay.rr.com WEBPAGE: http://www.giwersworld.org/artiv/ & artii/ & artiii/ & artv/ TOPIC: Classic Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. MPGFILE: cap8ball.mpg ZIPFILE: cap8ball.zip RENDERER USED: povray 3.5 and 3.6b2 TOOLS USED: gimp, mpeg_encode, povtree, ImageMagick/montage, Jeffry J. Brickley's lightning include(mod'ed for 3.5) RENDER TIME: 7473 frames @ 373x220 pixels HARDWARE USED: Celeron 400, 64M, linux 2.4.18-3 kernel VIEWING: mplayer and quicktime work, windows media player some versions have trouble, some will not work at all some just do not give the correct playing time. GENERAL INFO: http://www.giwersworld.org/artiv/mpeg.phtml has generic comments on size limited animations. IMAGE DESCRIPTION: What a problem. Does it imitate the classic presentation with the classic special effects with the wires visible? Or do it the way it should have been done without wires? Why not both? Speaking of the movies they have never been any respecter of correct perspective. Even as recently as Babylon 5 in the matter of the jump gates, the ships changed size as then entered or exited. They did not change in size solely by distance. In the old movies a flying saucer could appear larger than a building flying over it and then land in front of it much smaller. The problems with Classic anything is to look like and cheat at the same time. And if you remember Independence Day particularly the last combat scene you may join me in concluding the 1930s Flash Gordon serials cared much more about perspective and accurate portrayal of speed over distance. By Hollywood standards, anything goes and that sort of negates the whole point of rendering. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This competition's new (for me) techniques. Matte/Green/Blue Screen: Using povtree on every frame is an exercise in patience. But if a master is created on a blue screen background, background{Blue}, and converted into a an image where the "blue" is transparent then it can be used instead of calculating the povtree for every frame. A fifteen minute frame reduces to 45 seconds. This is done by selecting blue on an image, inverting the selection and copying it to a new image with a transparent background. For more than this, read the fine docs for Gimp or Photoshop or whatever. Similarly creating a decent random background of 100,000 stars can take ten minutes per frame from loading and unloading memory and creating bounding slabs in 64M RAM. Creating the image once and using it as a image_map on a rectangular mesh hugely reduces the rendering time per frame. Should you like the starfield style the files are in the .zip file. The nebulae (NASA images) uses the same technique. The selection tool of the Gimp or Photoshop or whatever grabs all the black. Invert the selection, copy and paste it into a new transparent background image. Save with a format that preserves transparency such as TIFF. This layer is put slightly closer to the camera than the stars. In general, techniques that are slow but tolerable for their accuracy in stills quite often take much too long for animations. Maybe not too long if you get it right the first time but who does? My worm started as random creation of colored and sized spheres on a spherical surface and about 90,000 frame level objects. I used the same technique to create an targa image and then image mapped it to a sphere. Given the motion, nothing was lost but ten minutes per frame. Split Screen: Montage from ImageMagick was use to assemble separate renderings of the landing rocket ship and what it sees looking at the ground. Each "half" of the image is rendered at 186x220 and combined. The linux script is of the form #! /bin/bash i=`expr 1000` upperlimit=`expr 1561` while $i -lt $upperlimit do montage -geometry 186x220+0+0 left/al$i.ppm right/al$i.ppm -depth 8 -resize 373x220! lr$i.ppm echo $i i=$(($i + 1)) done This is included in the zip file. http://www.imagemagick.org/www/archives.html has linux and windows executables. There are many other tools in the package. This is a swiss army knife for graphics. Everyone should get it and consider the possibilities. Shrinking: The approaches to Mars this repeats the trick I used in Escape and Pursuit which I got from Babylon 5 of shrinking an object as it approaches Mars (or jump gate) where the real perspective view would not work. When moving close by the camera as from over the left shoulder into the distance, we it to shrink by perspective by increase in z location you can't get more than one large image close to the camera. By shrinking the object it can mover small amounts in z and still appear become small with great distance. That still is not clear so here is how I first describe it. This trick is needed as when you see it in real life your visual attention is on the small object which is like narrowing the angle of the camera. But if you do that in the animation the entire image enlarges and you lose the perspective of the entire frame. This is also used in UFOs over cities. If it were to be the same change in distance per frame to actually shrink to small size in the distance it could never appear large near the camera. UFOs Over Cities: Hong Kong, Cincinnati, Tampa Back in the contest Journey a flying saucer flew over Washington DC and landed at the south lawn of the White House. That went over well and one comment suggested more of the same. So here is a twist on that with overkill. I am betting someone will downgrade the work because it was used too much this time. In any event this is how Hollywood still does it so don't blame me if I pick up bad habits. At least one scene in Mars Attacks appears to use exactly this method. The images start as plain Chamber of Commerce photos of city skylines and work using both change in z and change in scale. In 8 Ball's Journey it only changed in scale and the shadow was an object not a real shadow. This time objects go behind buildings and clouds. Here a little Gimp or Photoshop familiarity is needed. A skyline image is broken into two images with transparency. One is of the sky and the other of the buildings. The sky image is place at a greater z distance and scaled so that from the camera it appears to be the original image. The UFOs start close to the sky image and move towards the camera while increasing in scale. (I guess technically only the foreground needs to be transparent.) Getting them to exactly go behind buildings is trial and error. In the Hong Kong scene part of the clouds on the left were included with the buildings in the foreground so they could go through them. Then there is animating the water in the Hong Kong and Tampa stills. See tampa.pov in the zip file for the method. It also contains the two images to demonstrate the above technique. Misc. flame.inc for rocket exhaust and generic flame/teardrop lathe shape is in the zip file. There is a Gimp for Windows which is as good as Photoshop and free from www.gimp.org. It can save you the nuisance of pirating Photoshop.