EMAIL: norbert-werner.kern@t-online.de NAME: Norbert Kern TOPIC: Wordls Within Worlds COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. TITLE: meadow COUNTRY: Germany WEBPAGE: not yet RENDERER USED: Pov-Ray v3.5 beta 11 TOOLS USED: Hamapatch, Plantstudio, Poser, 3DWin, ObjUVPov, Photoshop RENDER TIME: parse 1 min 52 sec / trace 19 h 8 min (3072*1536; AA 0.3) peak memory 673 MB HARDWARE USED: 1,4 GHz Athlon C / 1 GB RAM IMAGE DESCRIPTION: When I was moving in my first own apartment, I create my first and only painting as an adult: an underwater scene with two fishes swimming over a meadow with a tree, flowers, a butterfly and a ship hull. My first concept on this round was a true to life underwater scene, but due to problems with creating partitions I lost nearly all of my yet unpublished work. After my despair faded away, I remembered my old drawing. So my entry combines two well known worlds into a impossible scene or a world within a world. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This entry is a quick rush. I concentrated on creating a certain underwater mood through light and media. Animals and diver are Poser figures (http://www.renderosity.com and http://www.mitch3dseite.de/). Flowers and plants are made with Plantstudio (http://www.kurtz-fernhout.com/PlantStudio/) or are from (http://www.toucan.co.jp). The big tree is a "Maketree" (my best up to now; http://www.oyonale.com/ressources/english/sources01.htm), pine is from Forester Arboretum (http://cgi.dartnall.force9.co.uk/cgi-bin/gallery.pl?index=2). The grass ground is made with the "Fast Grass Include File" from Rune Johansen (http://rsj.mobilixnet.dk/3d/include/include.html). Other things are modeled with Hamapatch (http://www.geocities.com/hamapatch/program/). Water is a transparent box; photons are used as light. Atmosphere was created with a combination of absorbing media and fog (I know, real water is never as clear as in my image...). Vegetation is planted with my own method described earlier (http://www.irtc.org/ftp/pub/stills/2001-06-30/warm_up.txt). For faster parsing I saved the coordinates, scale factors and angles of the 26800 plants (14 different ones). This number is rather low because the plants are set only at visible points. For this a spotlight is set at the camera location and a orthographic camera is set above the heightfield. The seperate pov file is included in the zip. A similar graphic collision detection worked, but the results were not used because I didn`t like the results and there were no time to improve them. The texture of the fishes integrates an imagemap, normalmap, reflectionmap and a transparentmap in a single image_pattern based texture. The original "plastic" look of the fishes is improved by the subsurface scattering code from Kari Kivisalo (http://news.povray.org/povray.binaries.images/18020/). There was no possibility to get the light right at the flower / butterfly in the foreground. Therefore they are combined to a seperate light_group. A big problem was the combination of transparent textures (fishes, ground) with photons and media / fog. These parts had a shiny and reflective finish. This ugly effect disappeared almost completely on including an ior of 1.334 to the material definition (same as for the water).