TITLE: Oh combien de marins, combien de capitaines... NAME: J_r_me BERGER COUNTRY: France EMAIL: bergerj@iname.com WEBPAGE: www.enst.fr/~jberger TOPIC: Water COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: jbabyss.jpg RENDERER USED: POV-Ray for windows v 3.1 TOOLS USED: sPatch, Paint Shop Pro RENDER TIME: parse 43s, render 15h 27m 39s HARDWARE USED: P-II 333MHz, 64Mo RAM, Windows 98 IMAGE DESCRIPTION: In the far future, man depredations have rendered the surface unfit to live. Luckily, scientific advances have made it possible to live at the bottom of the ocean. This picture shows a relic from the past seen from a window of one of those submarine homes along with a typical aquarium with the usual plastic model of a sunken ship... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I first wanted to make a picture of a sunken city (like the Atlantide) with the hulk of a sunken ship in the middle. So I started modelling the hull and deck with sPatch, but I quickly realized that I was unable to achieve the effect I wanted and that my boat looked more like a plastic model, so I decided to draw a parrallel between the models people put in aquarium and a true sunken ship. About the boat: * the hull and deck were modelled with sPatch then I applied a brick texture to simulate planks, one of the wood textures that ship with POV for the deck and a gradient to paint the hull. * the mast and cabin are simple CSGs with plain color textures (except for the inside of the mast which is the same wood as the deck). * the algae blobs onthe deck, mast and roof are just that (blobs) with a layer of cylinders hidden just beneath the surface in order for the spheres to look properly splattered. * I then applied a bump normal to the whole ship for it to look properly decrepit from long immersion. The outside ground was made with 3 paraboloids and texture I made from a standard pigment with a normal inspired from the height-field of the 13storm entry in the previous round. The algae are random blobs with a green pigment and bumps, the rocks are randomly scaled spheres with one of the standard textures. The sea-shells are cones with a spiral normal. Inside, the aquarium frame is actually a single box from which I substracted other boxes. I then applied a combination of three gradients with texture_maps and a variation of the standard Brushed_Aluminium texture to give the impression that each beam is independant. The fishes were modelled with sPatch and given an onion texture with a texture_map of pure black and a Yellow-Black gradient and a little turbulence (it's a shame: I'm rather proud of those fishes, but this picture doesn't do them justice, they're too small). The height-field for the sand was generated with a ripple normal, then modified with Paint Shop Pro to have near vertical edges. I modelled a whole room to get proper reflections on the brass surfaces. There are actually 6 chairs, 4 double wall-lamps, 1 ceiling lamp and a table with a vase on it (try rendering the picture with map_mode=true to see it). I had some trouble with the wall-lamps globes that didn't cast any shadows so as not to block their light sources but didn't cast shadows from the other lamps either until I thought of putting another sphere inside with a 0.5 filter and doubling the lights' strength to allow them to punch through. I tried to avoid sharp edges as much as possible in the visible objects (except for the aquarium which is modelled from a sharp-edged set of shelves I've got in my room) so I often used superellipsoid rather than boxes and cylinders, and cut the angles I couldn't avoid (such as the inside rim of the window) to have 45 degrees rather than 90 degrees angles.