EMAIL: gpig@prometheus.hol.gr NAME: George Papaioannou TOPIC: Science Fiction COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. RENDERER USED: povray 3.0beta for DOS TOOLS USED: Photoshop 3.0, 3DStudio 3.0 and 3DS2POV utility RENDER TIME: 3 hours 8 minutes HARDWARE USED: Pentium-150 / 16MB ram IMAGE DESCRIPTION: The image is a view of an underwater alien base and the creatures, the "sea amazons" it belongs to. There are many details in the scene such as the bubbling water above the two large funnels and the school of fish. I am a firm believer that even details that do not play a significant role in the scene, help enhance the credibility of the final image. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Environment: To begin with, the bedrock is a height field derived from a map created with Photoshop. The sand is a blend of ripples and bumps using the "bozo" statement for the creation of the sea-weeds. Both layered and simple fog were added to simulate turbulent dust near the sea bed and depth cueing. I didn't use radiosity because in such a dark scene it wouldn't be very helpful. I had in mind using the "atmosphere" statement but it is such a computationally expensive method that would take an incredible amount of time for this scene to be rendered. I am really frustrated about the brightness of the rendered image because I used three different programs for viewing the file and each one had a different gamma response curve. So, it might look a little dark or with low contrast, depending on the image viewing utility. Buildings: For this purpose I used objects entirely created with povray and relied heavily on complex and nested CSG. I have used some parts in povray 2.0 scenes as well, so I only had to expand the main include file I used. The majority of the lights seen in the picture are not real light sources. Instead, I used halos to achieve a more hazy effect where needed and simple colour maps with "finish { diffuse 0 ambient 1 }" statements under partially transparent textures. Apart from the height field map, the only other image map that I used ( and created ) is that used for the complex lighting effect in the tunnels ( red lights ) and the surface bellow the main structures ( white lights ). The "brick" pigment and normal type came in handy when I tried to describe the various iron-plated constructions. The amazons: These naked girls were created with 3DStudio and then converted to a povray include file using 3ds2pov utility ( as were the fish meshes too ). Textures were then added directly to the include file. It took me a lot of time to prepare the final mesh, as human anatomy is not my favorite subject. Anyway, I hope It's pretty convincing. Effects: The scattering on floating particles in front of the submarine spot lights consists of an emitting halo with spherical mapping placed on the edge of a cone. Thus, it looks as if light attenuates because of scattering. There are caustics in the scene, caused by a light source high above the visible area and a thin infinite layer of water bellow the light. It seems though that the light pattern the effect casts on the objects is very subtle, especially when compared to the vivid textures of the objects themselves. The bubble columns are simple emitting halos with cylindrical mapping but with the "samples" value turned down to 3. Files: I decided not to make a zip file with the include and main files because It took me a lot of precious time to make them and some include files are always under constant refinement and expansion ( Some building parts have even screws on them ! ). After all, the include file for the sea amazon mesh is about 1.4M large ! All objects in this scene were created by me, so, no acknowledgments are needed.