TITLE: The last keeper NAME: Christophe BOUFFARTIGUE COUNTRY: France EMAIL: christophe.bouffartigue@libertysurf.fr WEBPAGE: http://tofbouf.multimania.com/ TOPIC: Sea COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: cbsea.jpg ZIPFILE: cbsea.zip RENDERER USED: WinMegapov 0.5 (scene development) TOOLS USED: sPatch (Mike Clifton) Hamapatch (???, http://www.geocities.com/Tokyo/Ginza/6625/soft10.html) 3DWin (Thomas Baier, http://www.stmuc.com/thbaier/products.html) UVMapper (Steve Cox, http://home.pb.net/~stevecox/) OBJuvPOV (Cliff Bowman, http://www.who3d.cwc.net/Models.html) The GIMP (Peter Mattis & Spencer Kimball, http://www.gimp.org/) RENDER TIME: ~ 4h 10mn HARDWARE USED: Pentium MMX 180MHz 48 Mo RAM IMAGE DESCRIPTION: The automatization of the lighthouses has begun in 1906 in France, so was the wishes of the state. But the recommandations were not very well followed in the fisrt years. But, in the early 1910's, the first permanent light was intalled at the Tevennec's lighthouse, off the "Baie des Tr_pass_s" (Deceased Persons Bay (brrr))... Since this time, 93 of the 152 french lighthouses are not occupied anymore. Think of this lighthouse keeper, alone at the top, as it is his very last day in HIS lighthouse. Tomorrow, the boat will take him away, like so many others before him... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The background ============== It's basically a sky sphere (with a slightly yellow bozo pattern), partially masked by a grey square, that gives the colors gradation. The colors are inpierd by a picture I saw in a magazine... The sea ======= After having played with ridged multi-fractals and its terrible rendering time on my (so) old PC, I've comen once again to height fields. The one for the sea is a seamless height field, generated with POV, using bozo and wrinkles. The one for the rock is a combination of cylindrical pattern and ridgemf function. The sea texture uses patterned textures, color fading and MegaPOV's realistic fading. The lighthouse ============== The lighthouse is a "perturbated" cone, i.e. a set of cones and spheres along a not so straight axis. It's all CSG, nothing very excinting... The roof of the little house is really made of a lot of slates, and the lenses of the light that you can hardly see, are real Fresnel lenses. It's impossible to see those details, but I had fun to model them... The "fauna" =========== The seagulls were modelled with sPatch, exported to DXF, converted to OBJ with 3DWin, uv_mapped with UVMapper, and converted to mesh2 format using OBJuvPOV. The textures were created with The Gimp (Linux version). The man was modelled with Hamapatch (my fisrt try), and exported directly to POV. The face uses an image of Fabien Mosen (with his permission), which gave me good advices during the development of the scene, like many others on the french newsgroup. The image is not provided, so you'll have to find your own image if you want to render this scene... The seagulls files will be available as soon as possible on my homepage.