TITLE: There's Always A Bigger Fish NAME: Peter Yu COUNTRY: Earth EMAIL: fgl1kpro@hotmail.com WEBPAGE: none TOPIC: Sea COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: crsfish.jpg RENDERER USED: LightWave 5.6 TOOLS USED: Photoshop 4, Notepad RENDER TIME: 8244 seconds (2 hours, 17 minutes, 24 seconds) HARDWARE USED: K6/233, 96MB, FireGL 1000 Pro, Scanner IMAGE DESCRIPTION: In the deep blue sea, there are small fish and big fish. Big fish rule the waves, and this image is loosely based upon that concept. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This whole image, more than anything else, was about learning new ways of doing things. It was never designed to be a good rendering, rather, I used this project as a way of trying to do the sea effect in the most efficient way possible, with minimal modeling and set up. I know that the judges will give me a hard time, because I managed to create a crap rendering with a high end program, but that matters not! Winning, heh, prizes, heh, a Jedi craves not these things! I'd still appreciate some comments, though. I gave myself 2 hours to set up the scene from scratch. It took me 4 hours to complete that (not including the scanning, because I don't have a scanner, had to borrow one), due to some instability from using PointsClone+. Almost every technique I used here was new to me, so it was quite educational. All textures are LightWave procedurals, except for the fish. Again, this is something new to me. I scanned in some side views of fish. Using those images as a reference, I built a simple fish model using Metanurbs then surfaced it using bump, specular and diffuse maps based on the scans. The fish textures are actually very detailed, but the lighting isn't right, so you can't see it. I made a quick shark model using Metanurbs. I made the ground with a displacement map and surfaced it. I needed to populate the ground with corals so I built a sphere and tried to use the PointClone+ plugin to duplicate it over each point in the ground plane. It crashed every time I tried. I wrote my own (badly written) Lscript version of the plugin and used that, luckily it worked. But I didn't realize that there was already a ParticleClone Lscript that comes with Lightwave. I reinvented the wheel for nothing. The spheres blanketed the ground, but it was too uniform. Then I took a procedural clip map and cut up the spheres, applied Fractal Noise to it, and that resulted in the stuff that you see on the ground. The sea surface is a bump mapped plane with lots of specularity and a fractal mapped sphere that it refracts. Steamer was used to get the volumetric lighting, the streaks were made using a projection image (made from a LightWave procedural) for the spotlight. There is some noise representing plankton et cetera that was created with with 2 sets of particles. The spots were particles with slight motion blur, the white noise (look closely) is particles with a fractal displacement map and motion blur (the displacement map can be animated, creating the blurred look). The final scene and objects are too big for me to upload and my Lscript is basically useless since LW has it's own version of it.