TITLE: The chess game
NAME: Gilles Tran
COUNTRY: France
EMAIL: tran@inapg.inra.fr
WEBPAGE: http://www.oyonale.com
TOPIC: Fortress
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Povman/Megapov
TOOLS USED: Terragen, Poser, 3DWin, Picture Publisher, Meshcomp, UVmapper
RENDER TIME: 3 days
HARDWARE USED: PIII 733
IMAGE DESCRIPTION:
Feeling safe within the fortress' walls, the soldiers are
playing chess, that old virtual war. But they should be 
paying more attention to the real world.
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
A close up of the soldiers' game is here
http://www.oyonale.com/ldc/images/chessdetail1.jpg

A tour of the image is here (booo, it's all faked :) !!!)
http://www.oyonale.com/ldc/images/chesstour.mpg
(585 kb, 100 frames)

This is a real place, the oldest fortress in Europe,
the city of Carcassonne, in the south of France. See: 
http://europamedievale.supereva.it/gallery03/main.htm
and particularly picture #15, which shows the same
buildings from another point of view. 

I used my own pictures of the place to get the measurements, 
colours and lighting right, with a large dose of poetic 
licence.

I'm not providing files right now. The scene was built with 
Povman/Megapov and, at the time of writing, it's not 
compatible with official Povray 3.1. I'll rewrite some 
elements of the scene later to be compatible with 3.5 and
will put them on my site when 3.5 is out.

Roll the credits:

The soldiers are Poser models (Knight character) from DAZ 
(http://www.daz3D.com). The mace, helmet and axe props are
from the same pack. I also used the knight map from DAZ 
because I didn't want to spend a day painting coats of mail.
All the objects were converted using 3DWin.

The raven is a free Poser prop by Sharkey. See:
http://www.cybergate-corp.ch/webdesig/poser3
  
The flag was created with Christophe Bouffartigue's simcloth
feature in Vahur Krouverk's Povman. It's textured with a 
partly transparent uv map, to turn it into a pennon. See
http://tofbouf.free.fr

The 3 different types of trees were downloaded from various 
sources, some of these long dead now. The grass (barely 
visible) comes from http://www.3Dplants.com, a nice site 
with lots of free plant meshes. Using mesh trees instead of 
macro trees made sense since I wanted to use dozens of them,
but I could have used my own grass macro...

The hand shape was obtained from DAZ' "Michael" Poser 
character. More on this later.

OK, then, what did I make ?

The big job was building the fortress itself. I had a close 
look at my photographs, and from the relative size of the 
objects there (one of them being your humble servant), I 
estimated the size of the walls, crenels, windows and 
such. After that, I modelled them by simple CSG using boxes,
cylinders and cones. Once the CSG models were ready, I 
replaced each primitive by something that would look like 
old weathered brick and stones, or like tiles. Several 
techniques were used. The main one was to paste on the 
boxes height fields generated by Povray itself (using a 
complex turbulent brick pattern - I'm not 100% happy with 
that actually). The height fields were pasted on 
orthographic views of the walls, modified in a paint 
programme to add crenels and windows, and then used as a 
basis to paint image maps. For the square towers and 
buildings, the height fields were fed to a macro that folds 
them in two to create a smooth, rounded corner instead of a 
sharp one. For the two round towers, the height field image 
was used as a pigment to "displace" a cylindrical 
isosurface. The crenels and steps on the left are isosurface
superellipsoids displaced with a turbulent brick pattern. 
The roofs of the towers were built using individual tiles 
(individually textured too). For the conic roof, the trick 
is to define the roof profile (by a function or a spline) 
and then to rotate the tiles around the y axis. It was a 
little more tricky for the square roofs. The shale roof on 
the left is just a triangle + polygon object with a texture 
(actually a variant of Jeff Lee's brick texture). The 
window grids were made with the mesh1 isosurface function. 
The dark streaks were obtained by layering a gradient 
pattern over the image map.

See here http://www.oyonale.com/ldc/images/chessgame04.jpg 
an early version of the image with the walls and 
ground still bare and a different sky. The tower shown here 
was built with individual bricks, but I had problems with
close-ups so I gave up and switched to isosurfaces instead.

The mountain ground on the left is a height field. I 
rendered an orthographic top view of the fortress and then 
used the resulting image as a guide to paint the rocky parts
at the right places. The trees and grass were scattered 
randomly using the trace function. A third loop planted 
rocks made of random isosurfaces.

The sky is an image map made in Terragen. I set up 
Terragen using the same color and angle for the light than 
in the Povray scene. In fact, I could have done this with 
turbulent bozo clouds, some ground fog and a height field, 
but Terragen is so much simpler to use... It took several 
hours of tweaking though, as testing and rendering large 
Terragen images is not so fast.

The table, stools, and chessboard were made with CSG. It's 
a real game in progress.

The "hand" in the sky was made as follows. "Michael"'s 
right hand was posed in Poser, exported as an OBJ file, 
converted to regular Povray mesh using 3DWin and then 
converted to PCM using Warp's Meshcomp utility. Then, 
using Chris Colefax's mesh macros 
(http://www.geocities.com/SiliconValley/Lakes/1434/, 
Meshcomp is also downloadable from there), 
I extracted the vertices and normals of the hand mesh, and 
positioned the birds (500 of them) on the vertices, or on 
the vertex+normal axis (all of this with randomness). 
Initial versions of the image used a realistic hand but I 
had two major problems with it: one was that the geometry 
was not smooth enough and the other was that I didn't know 
how to paint the giant image and bump maps required to make 
it look really good. I spent a couple of days experimenting 
with various texturing ideas until I "found" the current 
concept (in fact borrowed from Stephen King's novel "The 
Dark Half"), and then worked to find a correct position 
I've been only mildly successful at that).

There's one light source with a very subtle area light. 
It's supposed to be June, on Sunday, sometimes in the early 
afternoon. The image uses radiosity, which accounts for the 
long render time. The dark places should be lighter but 
it's going to stay like this.