TITLE: "Let's do the Time Rape again !" NAME: SARAJA Olivier COUNTRY: France EMAIL: olivier.saraja@free.fr WEBPAGE: http://saraja.multimania.com/divers/blender.htm http://www.blender-cafe.org TOPIC: Contrast COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT JPGFILE: timerape.jpg ZIPFILE: timerape.zip RENDERER USED: Blender v2.04 TOOLS USED: Gimp for the textures and the signature, LParser RENDER TIME: around 5' minutes HARDWARE USED: AMD K6 2 350 MHz IMAGE DESCRIPTION: In a park nearby an unnamed city, dinosaurians brought back from the past dwells in peace. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: It is my second submission for this IRTC round (contrast). At first, I planned only to participate to only a round, but meanwhile, my research about 'realistic' distance/pollution fog in Blender made me modelling a landscape (using heightmaps and the magnet tools, according to my tutorial on http://www.blender-cafe.org), then adding a lake and some trees (l-systems generated using lparser), and then some diplodoci in the lake. Then I realized that I had a good submission topic at hand, and I quickly worked on stegosauri (a DXF import) and pteranodons in order to build the whole definitive scene. I used multiples textures and stencils with soft progression for mapping the landscape terrain. A very good tutorial about using stencils is available on Blendermania (http://www.blendermania.com). Everyone interested in modelling/texturing terrains with Blender should pay attention to it. The distance fog (a very simple task, in fact) is made using the Mist button from the World buttons, with the Quadratic option activated. The World colour has been set to a light blue. Because of this, the sky is not generated using the World buttons. Instead, I built a UVSphere with the clouds2.so texture along with a blending to lighten the horizon color. The powerline is also a DXF import. Buildings are simple cubes stretched along their height, with several textures outputed to col, nor, emit and spec channels. These textures are issued from Strubi's free texture database (http://honk.physik.uni-konstanz.de/~strubi/3d/index.html). All other textures have been worked in the Gimp, and some are based on textures freely available. Only items on the foreground was given shadows for two reasons : due to the relatively high energy hemi lamp, shadows seen from a long distance weren't clearly visible at all without forcing a lot the shadow pitch, which wasn't artistically proper ; due to the various meshes depicting this scene, I quickly reached my RAM memory and I needed to restrict somehow the memory consumation. So I choosed to sacrify the far shadows. As a final point, the perspective is forced in this scene. The Stegosauri on the foreground has been sized down, while those on the background has been sized up. I love this trick ;o) Best Regards, Olivier