TITLE: Crystal Dreams NAME: Nathan Kopp COUNTRY: USA EMAIL: Nathan@Kopp.com WEBPAGE: http://nathan.kopp.com TOPIC: Imaginary Worlds COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: nkdreams.jpg ZIPFILE: nkdreams.zip RENDERER USED: POV-Ray 3.1 custom build TOOLS USED: Moray - modelling & scene composition spatch - modelling of birds wcvt2pov - dxf->raw 3dwin - raw->udo/inc NKFlare 5 - lens flares Paint Shop Pro 5 - add name & tga->jpg Visual C++ - add photon mapping to POV-Ray ;-) RENDER TIME: 1h 26min HARDWARE USED: P266 (MMX), 96Mb IMAGE DESCRIPTION: (A world where povray renders true caustics. Imaginary? Or real?) this is my imagination... a world of delicate crystal dreams, soaring high and diving low... dreams that lead beyond this jagged place, into a vast unknown land... a land of complete mystery, just beyond the fog. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: To make this image, I just sat down and started working on it, letting my ideas flow. That got me as far as the background, ground plane, and 'trees'. Next I built the glass birds in sPatch and placed them in the scene. At this point, I got out my pencil & paper and started sketching some other things that might fit into this world that I'd created. Finally, I put it all together in Moray, rendered it with my custom build of POV, and this is what I got. Oh, by the way, all of the color in the scene comes from one of three places: the fog, the sky sphere, and a fill-light. Nothing else in the scene has any color of its own. Details: Most of the objects are straight-forward primatives and CSG. The trees are CSG unions of lathe objects. The mountains in the background are simply a big box with a nice pigment. It's a z gradient with a color_map something like this: color_map { 0 black .5 black .50001 clear 1 clear } Then, I added z turbulence to it, scaled and positioned it correctly, and some nice looking mountains appeared. The birds were made in sPatch, exported as DXF files, converted to RAW files using wcvt2pov, and then converted to an inc/udo combination by 3dwin. For some reason, 3dwin would not read the DXF files that sPatch produced. I went through all this trouble so that I could merge the wings with the body. My custom build of POV has the (limited) ability to determine if a point is inside or outside of a triangle mesh, making the merge possible for meshes, though not for bezier patches. I wanted to use merge so that the birds would look more like solid pieces of glass (no inner surfaces). The lens flares are type 'sparkle4' in NKFlare 5 which comes with the latest version of Moray. I tried using radiosity in this scene, but it didn't work too well. The fill (shadowless) light that I used instead was faster and produced better results in this situation. That's all folks... you say I'm forgetting something? Oh, ya... those nifty caustic effects! You'll notice refractive caustics under the low-flying bird and reflective caustics around the base of the lamp's stand. Those were produced by my latest custom build of POV-Ray. This new special effect uses a backwards ray-tracing step to determine how light propogates through the scene, and stores the results in a data structure called a kd-tree. The concept, known as the photon map, was first introduced by Henrik Wann Jensen. Soon, I should have an alpha version available for the public to try out. The syntax will be different from what you see in my source file, though. In this image, the backwards ray-tracing (or beam-tracing) step took approximately 3 minutes. 651,822 rays were traced out of one of the light sources, and 151,028 photons were stored in the photon map. (This was probably more photons than necessary, but I wanted to be on the safe side.)