TITLE: Beamed Up NAME: Stig M. Valstad COUNTRY: Norway EMAIL: svalstad@sn.no WEBPAGE: http://www.sn.no/~svalstad/ TOPIC: Art and Entertainment COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: beamed.jpg ZIPFILE: beamed.zip RENDERER USED: Polyray v1.8 for Linux TOOLS USED: Ted, dem2pov, hf-lab RENDER TIME: 1h 12m 9s HARDWARE USED: Cyrix 6x86 110Mhz, 48 MB EDO RAM IMAGE DESCRIPTION: I planned to skip this round, but then I saw a reply from Jerry Anning to someone who had jokingly complained to the irtc-l that he couldn't submit a landscape for the current topic. Mr Anning suggested creating a landscape and putting easel, palette, canvas, and brushes in the foreground. That's what triggered my idea; an easel with a canvas depicting a landscape with a UFO, and painting equipment scattered about. The artist has been beamed up into the UFO. (That way I didn't have to model hir.) Oh yeah, and the ground in the foreground is covered in moss, not grass. The zip file includes full source and the painting on the easel in .jpg format (576x320). The only height field included is the hill in the foreground, the rest are available from ftp://edcftp.cr.usgs.gov/pub/data/DEM/250/ DESCRIPTION OF HOW THIS IMAGE WAS CREATED: All source is hand-coded using Ted for Linux. I started converting loads of DEM files to tga format, test- rendering them to find the perfect landscape. The hill in the foreground is made in hf-lab and added to avoid visible triangles. I tried using smooth_height_field, but then the mountains looked plasticky. Having found the perfect landscape and the perfect views of that landscape, one view for us and one for the painter, I made the UFO and rendered the artist's view for putting on the canvas. Then I started making the different objects; the easel, the paint tubes, the brushes and the palette, all made of CSGing simple primitives, only the palette was a bit tricky. All the objects were made one by one and then moved into the main scene. While adding the last objects I also worked on perfecting the lighting. I think I spent more time on the lighting for this scene than for any previous raytracing I've made.