TITLE: Resting NAME: Tekno Frannansa COUNTRY: UK EMAIL: tek@evilsuperbrain.com WEBPAGE: http://www.evilsuperbrain.com TOPIC: Frozen Moment COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: resting.jpg ZIPFILE: resting.zip RENDERER USED: POV-Ray for Windows v3.5 TOOLS USED: POV-Ray editor Paint Shop Pro 5 Poser 3 PoseRay v2.6.4.188 (http://user.txcyber.com/~sgalls/) WorldMachine 0.98 beta by Stephen Schmitt (http://students.washington.edu/sschmitt/world/) RENDER TIME: approx 30 hours (rendered in 2 parts) HARDWARE USED: PentiumIII 550MHz 512MB RAM IMAGE DESCRIPTION: "Just resting here..." We can't see if this table lies by a road or a path, or perhaps a hotel. In any case the fact it's a picnic table in a location with a view that suggests the man pouring the drink has just stopped here, en route somewhere else. This moment will pass soon, to become just a memory of an interesting view. The idea behind this scene was to arrange things so there's a lot of symettry between the waterfall and the pouring water. I'm not sure why I did this, but I like the result :) DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I've had a LOT of problems realising this scene, and right now I'm too frustrated to try to document the full "making of"! Maybe at some point I'll put the details on my website, as I still have many of the early renders. Anyway, it all turned out better than I hoped so I can't complain too much! Anyway, the scene was built around one central optical illusion: The pouring water and the waterfall are symmetrical. After deciding how I wanted to position those two objects, I generated a simple pattern from an overhead view of those positions, which I then exported into worldmachine and used to influence the shape of the landscape. The river banks were another heightfield built in wouldmachine, then lined up by hand in pov. And the distant mountains were another. Most objects in the scene are constructed in fairly obvious ways. It's all CSG apart from the bottle (a lathe), the hand (a poser mesh), and the following: The splashes are done using a simple particle system rendered as a blob. There's 1000 particles in the near blob and 3000 in the far. The water surfaces are isosurfaces. The river surface is a height field generated from a function (because it renders faster than an isosurface). And the mist is just a simple scattering media based on a turbulent spherical density. The trees and scrub/bracken/grass/moss stuff are done by scattering a lot of objects on the land. Each tree/scrub is a triangle, mapped with a spherical pattern used as the normal and pigment. The leafy effect comes from high turbulence with a high lambda, and also from a high normal value to amplify the shading. The lighter was the last detail I added. I dunno why but it felt right, 'cause all my friends who smoke always leave their lighters on the table when they sit down! Though I don't actually smoke. Plus it gave me somewhere interesting to put my website's logo and address (though it's actually too small to read!). It's just CSG, with the letters cut out using a text object, and the logo is a heightfield. Anyway, I've provided the full source in case you want to see how it's done. If you have any specific questions feel free to mail me.