EMAIL: ndhowes@mail.skybus.com NAME: Nigel Denton-Howes TOPIC: Magic COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. TITLE: Druid Temple COUNTRY: Canada WEBPAGE: http://www.3dillusion.com/~ndhowes/ RENDERER USED: Imagine Version 1.3.4 TOOLS USED: Photoshop RENDER TIME: 7 minutes 59 seconds. HARDWARE USED: Pentium 166mhz 96 MB of RAM Matrox Millennium w/ 8 MB WRAM A few pounds of gray matter. IMAGE DESCRIPTION: I attempted to capture the old notion of the druids around the time that King Arthur was supposed to be strolling about the earth. The druids tended to stay in places such as these for their mystical ceremonies and strange activities, sometimes illegal of course. Almost always they had an object of worship so I created the gem to fulfill this. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I'll go through this step-by-step. Unfortunately if you don't use Imagine for your raytracing, you may not understand everything. But heck. People may find it interesting that the only image maps in this picture were the engravings which were used as height maps. All other textures are procedural textures included with the Imagine program or coded by its users and distributed free of charge. Onto how this was made... The walls are primitive planes which I deformed using magnetism. They have one layer of the Colour Noise texture (for the horizontal 'layers') one layer of Fractal Bump (for that rocky feel) one layer of Worm Vein (for the white veins in the rock, to simulate veins of quartz sometimes found in rocks) on layer of ABDust (A texture designed by Alan Bucior! Thanks Alan! to make the upper-facing rocks dusty) one layer of Dirt to get rid of that plastic feeling associated with computer generated images (it does a fairly good job, not perfect though. Oh well.) After this three images were applied as Bump Maps to make them look like they were engraved in the stone. The floor and pool were made almost exactly the same way. The only difference being that the pool started off as a primitive sphere and was sliced by a plane which was used as the ground. The same textures, minus the imagemaps and ABDust, were used. In place of ABDust the mountaintop texture was used to create the dusty feel. The water in the pool is a primitive disk. It is fairly transparent and has a bit of transparency and refraction applied. Only two textures went into its making, the Ripple texture (for the slight ripples on the surface) and the Drip Drop texture, for the ripples expanding outward from the pillar in the center of the pool. The light beam is a primitive tube which has been made a bright fog object. I applied the Nebula texture to give it that random fog thickness, like slightly more dust in one part of the air over another. It's also a shadow casting lightsource. The light glows are primitive spheres which have been made fog objects. The falloff on the objects was set to radial, overdrive was set to 2.3 and the fireball texture was applied to make it translate from yellow to orange-red. They are all shadow casting light sources with i/rr (real world) falloff and varied intensities to produce funky shadows. The arch in the foreground is a simple mockup thing made of a primitive tube with several sections that had been rotated around to give the shape I wanted. The same textures that are on the walls were applied. To end, I'd like to thank a few people for their great suggestions for this pic.. Rich Maurice <-- Undying constructive criticism! Tom Delany <-- Great suggestions for those stones! Brian Jones Mike Bayona Martin Lykke Virt (What's your real name, virt?) Anders Gulowsen and many others from the #imagine IRC channel and the Imagine Mailing List.