TITLE: The Sailing Fortress NAME: Gena Obukhov COUNTRY: Russia EMAIL: obukhov@mail.com WEBPAGE: http://propro.ru/go/gallery.html TOPIC: Fortress COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: gofortrs.jpg ZIPFILE: gofortrs.zip RENDERER USED: MegaPov 0.7 TOOLS USED: pen, graph paper, sPatch, Photoshop RENDER TIME: 27 h. HARDWARE USED: PIII 600MHz 128Mb IMAGE DESCRIPTION: From the beginning I decided to create a sailing ship which sails to the fortress. Working on the ship I realized that the ship itself looks like a fortress. Therefore the real fortress was transformed just into glowing lights on the horizon :) The main challenge for me in this scene was to create... the night. It's always a trade-off between ambient and diffuse colors. If you use too many ambient colors you will get too glowing scene. On the other hand, if you use too many diffuse colors the scene and shadows become too dark. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I used many reference images which I found in different sources. The main source was a book: "Ultimate Visual Dictionary 2001". Using those reference images I prepared detailed sketches on a graph paper. Then those sketches were transfered into POV-Ray. After that I textured the objects in the scene. The ship is not a replica of any existed ship. This is just a compilation. Here is the detailed description of all objects: - sky is a stack of planes (IMHO this approach makes the best sky in POV-Ray :) - sea is an isosurface (IMHO this approach makes the best water in POV-Ray :) - base for body of the ship is a sphere. Texture for body was prepared in Photoshop. I tried to use "embedded" wood textures but it looked too regular and artificial to me. - ornament in the back of the ship is a height field. The image was drawn in Photoshop. - Russian Navy flag is sPatch model. The texture for flag was drawn in Photoshop and mapped to bicubic patches using planar mapping. Such approach works fine for simple and almost flat surfaces. You don't have to use complicated uv mapping in that case. - Jacob's ladder is sPatch model - windows were drawn in Photoshop and mapped using planar and cylindrical mapping - lights on the ship are "glow" objects combined with real light sources. - all masts and ropes around them are primitive POV-Ray objects and CSG objects. A lot of trigonometrical calculations were involved here. - all sales and ropes around them were modeled in sPatch. - lights on the horizon are "glow" objects. - guns are CSG objects.