TITLE: Victory NAME: Nathan O'Brien COUNTRY: Australia EMAIL: no13@ozemail.com.au WEBPAGE: http://www.ozemail.com.au/~no13 TOPIC: Arts & Entertainment COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: 13benhur.jpg ZIPFILE: 13benhur.zip RENDERER USED: Povray for Windows TOOLS USED: Autocad & customised LSP routines Poser2 Rino 3D Spatch Texture Magic Colour Mixer 2 Paintshop Pro RENDER TIME: 50 minutes HARDWARE USED: Pentium 133 with 64Mb ram, Nt4 OS IMAGE DESCRIPTION: The chariot race from one of my favorite movies, Ben Hur. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The horses and chariot were first drafted in Autocad. The horses are created using a single inc file written using some custom LSP routines in Autocad. The horse is created from multiple blob objects with user set rotion values to create different horses. All the textures used in the horse inc file had declared values set in the colour maps so that overall colour tone of each horse could be set differently. The figure of the chariot racer was orginialy created in Poser2 under three different settings. These were nude, with clothing, and with an enlarged chest. These were then imported into Rhino and broken up to created the basic body, undergarments, and armour. The cloak was then added in Rhino. The skirt was first modelled in Spatch and then added to the racer model. The helmet and the whip were drafted in Autocad and then also added to the model of the racer. The whip was created using a worm LSP routine. The wall is created using a #while loop and rand() to distribute the different types of stone blocks. All textures are applied after translation to prevent any repeat of texture patterns. The columns are from my column plugin. The sandy ground is a height field first created using POV and then modified in Paintshop Pro to add the wheel tracks. All textures were created using Texture Magic with modification by hand for effect. A second light source, dark grey using the shadowless option, was added to soften the deep shadow areas created by the main light source Not all of the code is included in the zip file (it just got too big) but the informative hand written parts are included. I've left out the mesh files.