TITLE: Desert river NAME: Ashton Mason COUNTRY: South Africa EMAIL: amason@cs.uct.ac.za WEBPAGE: http://www.cs.uct.ac.za/~amason TOPIC: Water COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: amriver.jpg ZIPFILE: amriver.zip RENDERER USED: 3D Studio MAX R2.5 JPGFILE: amriver.jpg ZIPFILE: amriver.zip TOOLS USED: Terrain Material v2.0b2 for Max by Johnny Ow Unwrap 1.0 for Max by Peter Watje Adobe Photoshop Kai's Power Tools Texture Explorer for Photoshop RAYflect Four Seasons plugin for Photoshop RENDER TIME: about 20 minutes. HARDWARE USED: Pentium II 233, 128 MB RAM. IMAGE DESCRIPTION: The idea I am trying to put across in my image is the idea of water giving rise to life: where there is water there is life and where there is none nothing lives. The intention was to create a strong contrast between the lush, living, fertile river valley and the dry, desolate desert landscape nearby. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I had been working for several weeks on an animated flythrough of a rocket though a canyon. When I saw that the current stills topic was water, I realised that my canyon, with a river flowing through it, would fit the bill. After designing a still shot with the same elements as the animation I spent a long time tweaking the textures, lighting and geometry to improve the look of the still. The canyon was created as a NURBS object in MAX, and was inspired by a tutorial in MAX 2.0 explaining the use of NURBS which used a canyon as an example. The basic NURBS object was formed into a canyon by applying noise to the tops of the canyon walls and deforming the length of the canyon to a twisting path. The resulting object was then converted to an editable mesh so that noise could be applied at a finer scale, then optimized to remove unnecessary polygons while still preserving the basic shape. Finally for the still the parts of the canyon that were hidden due to the camera position were deleted to speed up rendering. Some tearing (gaps in the landscape) was noticed and fixed by adjusting polygon vertices by hand. The canyon texture is by far the most complex texture I have ever created and consists of 6 submaterials and 23 maps. It was created with the aid of the Terrain Material plugin by Johnny Ow. This plugin allows for smooth blending between different materials based on altitude and slope, and was used to differentiate between the different areas of the landscape: the wet stones, the green valley, the steep and shallow cliffs and the surrounding desert. Multiple noise bump maps at various scales were used on the cliffs and valley. The desert dunes were created with a bump map created with KPT Texture Explorer in Photoshop, and modulated to provide variation with a MAX noise map. The river material uses raytraced maps for reflections and refractions and a noise map for the ripples (which are largely too far away to be seen). The river plantlife was created with a cellular map, and its placement was controlled with a texture map hand-drawn in Photoshop and aligned correctly with the canyon walls using Unwrap by Peter Watje. Two fog layers were used to add depth and realism, one half-filling the canyon and the other right near the water. The sky is an environment map made with Four Seasons in Photoshop. Two lights were used, one a very bright angled directional light to act as the sun, tinted slighly red to add a harsh hot look, and the other a dim vertical directional white light to fill in the shadows. The ambient light was given a slight bluish tint to deepen the shadows by contrasting with the red sunlight. The sunlight was made very bright to give the impression of hot bright desert sunlight. The birds were modelled very simply as flat cutouts (drawn as spline outlines and then extruded and bent) with a diffuse texture map and a bump map both painted by hand in Photoshop and aligned using Unwrap. I felt it was not worthwhile modelling the birds too precisely since they were too far away to be seen, and also I didn't know how :-) The unusual aspect ratio (1.66:1) was intended to remind the viewer of film and to break the association with 1.33:1 computer graphic images. For a while I experimented with an unorthodox composition with a large expanse of desert on the right, with the aim of drawing attention to the contrast between the river and the desert. But in the end I decided a more traditional composition worked better and toned it down. After rendering I increased the contrast of the image in Photoshop.