TITLE: Black Magic NAME: Guillermo Sanz Romero EMAIL: famrom@ran.es WEBPAGE: http://www.geocities.com/SiliconValley/4774/index.html TOPIC: Magic COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: gr-black.jpg ZIPFILE: gr-black.zip RENDERER USED: POVRay 3.01.msdos.wat-cwa TOOLS USED: DOS Edit and Micrografx Picture Publisher 5.0 & 7.0 RENDER TIME: 28h 13m 18s (21h 24m 45s + 6h 48m 33s) HARDWARE USED: PC iP55-166MHz(MMX) IMAGE DESCRIPTION: Jervis, the Rotten, a great demonologist needs to contact Urgh-Nak-Orlep, the Lord of 7th Hell, the Master of Fire, the Green Flame, the One Who Glows (these names are public ones, the real is secret, of course). After carving the pentagram in the ground, he casts the ancient spell. A dimensional gate opens, while the pentagram protects the magician. In the moment Jervis says the secret name, the Demon appears. He is not happy, demons do not like to be disturbed. If He would be able to cross the magic symbol He will eat the magician's soul, and then go back to His dimension... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The first idea for this scene involved a triangle mesh. I want to have a demon with a cow/goat head, and a body made of halos or something like that. I asked a friend if I can go to his office and use their LW5 to get the head. After returning home with the head in a floppy, due to problems with the format converter, I was unable to use that mesh. Argh! =: So, I tried a different view point: the Demon will be only halos, maybe some primitives. With this in mind, I started with the candles (I did no like to work more in the Demon after a full afternoon of frustration). The candle is build with some cylinders and a torus for the basic shape. Then I wanted to get drops of wax along the sides, but I do not wanted to use a 3th party inc file. The solution, some loops and a lot of "rand"s to generate the wax (a blob, cylinders for the big parts, spheres for the tips and pools). For the flame, I examined other people work, and the only idea that convinced me and I used was that the Piriform was the ideal primitive. After some "try & error", I managed to get the desired effect. Two piriforms, and four halos was enough. Each piriform has two halos, one cylindrical and one spherical. Two piriform, one inside the other, and with different tilt, gives the effect of a live flame: bright inside and bottom, semi transparent sides and top. Next thing was the ground, I used Picture Publisher 5 to paint a GIF. The initial draw was a square reticle, but using a lot of filters and the paint tool I finally get a 6*6 tiles of stone, some cracked, some erosioned, none equal to another. This GIF was place 9 times over a plane to make the ground. Every copy of the heightfield has been rotated or scaled (scale -1 = mirror) so there is harder to realize the tiles repeat in some parts. =: The texture for the height field is simple, a color, because all the detail is in the GIF (no normal {} needed). The plane texture is a mix of sand and moss, the effect of moss or sand is obtained with normal statement, nothing more. In the final render, this plane appears really dark, so the effect is even less important (but I like to build all as the more precise I can). The pentagram is one of the heighfield minus a torus and five cylinders. I wanted a rare symbol, not just a painted one, so the idea of carved stone was attractive (magically carved, of course). In every tip I placed five candles, every candle is generated with the inc file randomly (5 candles/tip, a five tips star = 25 candles). The magical fire that is forming in the pentagram is an halo, built inside a copy of the symbol. It uses planar mapping, and if you look from the top, nothing can be seen, it is visible only from the sides (funny : ). The wall is another plane, and the texture come from one of my inc files (I am trying to develop inc files to build Dark Age/Fantastic houses). The timber are superellipsoids, because boxes are too perfect. The texture is, IMO, the only thing I have used but do not made; it is the POVRay teak map, with a woodgrain from woods.inc. Then I started the light tests. In every flame there is one light, and to simulate as better as I can a candle, the color is dim yellow, and with fade distance very short (25 independent lights, argh! :-/ ). The scene looked dark, the way I expected. The dimensional gate is a disc and a cone. The disc texture is a transition from dark to cyan then pure white, ending clear. Every color has different transmit and normal values, so the background can be seen, but distorted (when there is no Demon). The cone texture is a spiral, with the caps transparent (gradient clear-spiral-clear). This two things, make a gate as I imagine them, bright, a bit transparent and distorting the background. The Demon is an green halo for the head (does that be a head?). The eyes are two piriforms (yes, I like this shape, the question is why I need so much time to know it?) and two clear spheres with red halo. This part of the scene involved a lot of tests (using the commands to render parts of the image), because controlling halos is hard. When I got the shapes I want, I noticed that the Demon was bright, but It did not emit light. The candles' result was so good, I decided that all lights should use fade distance. One blueish in the gate, one green in the monster cloud, and one in each eye. No area lights, but the final illumination, IMO, is smooth. The candle took me one day, the room two (including the GIF), the gate and the Demon near two more. The final image is not photorealistic, but I think the result is also interesting, because it looks like a draw (you know, one of those used in fantasy books and comics, like Lord of the Rings). The scene was rendered three times: no radiosity (over 7h), fast (over 12h) and normal (the one I submit, over 28h). This is because I had enough time (the only submission I have ended with time to spare), after all, it is summer time. d8- The image was converted from PNG to JPG with PP7. The signature was added with this program too. I have PP5 for Win3.1 and PP7 for NT, I work normally in DOS, but the PP7 JPEG export is really good (you know the size before converting, due to the auto-preview) . NOTES: For small resolutions, "smooth"ing heightfield is unnecesary, maybe in bigger images (the GIF is 900*900 pixels). The candle and brick inc files are experimental, I will release a full corrected version as soon as posible (and with docs).