TITLE: Darwin NAME: Nathan O'Brien COUNTRY: Australia EMAIL: no13@ozemail.com.au WEBPAGE: http://www.ozemail.com.au/~no13 TOPIC: Nature COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: 13nature.jpg ZIPFILE: 13nature.zip RENDERER USED: Povray for Windows. 3.01 Beta 2(b) TOOLS USED: Paintshop Pro, Autocad, Rhino3d, Poser2 RENDER TIME: 15 hours HARDWARE USED: Pentium II with 128Mb ram, 1Gb swap space, Nt4 OS IMAGE DESCRIPTION: A portrait of Charles Darwin, with a volcanic island of the Gallapagos in the background. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The zip file contains the full source code for the image, including the hair ballistic macro "ballistic.inc". In order to render the image yourself you should first run the file "hfield.pov" to create the height field required by the main scene. Also be warned, the parse time for my render was 30 minutes with th above hardware. The image was created in serveral stages. First I rewrote the ballistic macro I had created for the previous round. The old version created "hair" from a single origin. The new version creates hair from the surface of a triangle (that has been extracted from a mesh). This made it possible to accurately locate regions of hair. The base figure was created in Poser, then exported to Rhino3d as a 3dstudio file. After rotation and translation it was exported to Autocad 14 as a Autocad V12 DXF file. The mesh was then exploded and regrouped for facial and clothing features. It was also grouped for hair regions. The Autocad file was the reimported into Rhino3d as a 3dstudio file. In Rhino3d the meshes were then exported to POV format. I wrote a little Perl utility to parse the pov mesh used for the hair and output a nicely formatted file with all the calls required to "ballistic.inc" Then came the process of manipulating the core ballistic properties to produce the various hair effects required for the beard, eye brows and hair. The wrinkles on the face are a bump map created using Paint Shop Pro 5. The skin texture was originally rendered as a pov texture, imported and manipulated in Paint Shop and then applied as an image map. The background is a simple landscape scene. As previously stated the island height field was created using pov (spotlights and the wrinkles normal). There is a custom sky sphere and a little fog for effect. The final scene was rendered with radiosity and an area light as I wanted it to appear to be late in the evening with a soft, warm light.