TITLE: Fan club NAME: Fabien MOSEN COUNTRY: BELGIUM (french speaking) EMAIL: fabien.mosen@skynet.be WEBPAGE: http://users.skynet.be/bs936509/povfr/index.htm TOPIC: SEA COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT, JPGFILE: fmsea.jpg ZIPFILE: fmsea.zip RENDERER USED: MEGA-Pov 0.5a with the "particle patch". TOOLS USED: Moray's texture editor SpilinEditor RENDER TIME: 8 hours. HARDWARE USED: PC with AMD K6-233, 128 Mb. IMAGE DESCRIPTION: Some colorful fishes are watching their favourite film director on TV : Cdt. Cousteau ! DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I'd like to thank every programmer who contributed to the MegaPOV project, especially Nathan Kopp, Chris Huff and Ron Parker. This image wouldn't have been possible without their incredible features. I first managed to set an interesting ground, using a ridged-multifractal-isosurface. I rendered an orthographic view of the surface, then choose a portion of it, to match the scene framing I had in mind. I did some research about how to fade the background, and found that the common fog was unsuited, so I placed an attenuation media (in a big sphere). In the beginning, I used both media and fog, but an unresolved problem occured when I put a transparent object in the scene, so, after working a while with the media, I finally had to dump the media in favour of the fog. (watching a Cousteau's documentary made me realize that the current color scheme (darkish blue) was wrong, and fog was more suited to the new light-blue-greyish scheme. Using the "trace" function, I placed some little spiky plants (made with a simple loop in a mesh) on the rocky ground. Using "spilin-editor", I made the fishbowl (lathe) and gave it a glass material. After visiting a fish-shop, I realised that making nice fins was the key to good fish modelling. These fins are a bunch of cones along many splines, each fin being a net of splines controlled by 3 control-splines. Some problems with the current splines functions in MegaPOV made it difficult, but I finally managed to get it right. The fish's body is a blob, the eye a CSG. The (barely visible) fish school in the background is made of sPatch-modelled (very simple) fishes, exported to dxf, converted to a mesh (for speed and memory reasons), and used in a particle system to "distribute" all the little fishes. Using a rather simple fractal algorithm, I created the coral and algas, recursive loops from, respectively, splines and meshes. The TV-set is ordinary CSG. POV-Ray's internal blur postprocess was used to blur the background (and, due to some limitations, it makes things look "wet", fine !), and the final image was corrected in brightness/contrast/tone.