EMAIL: jfpancho@yahoo.com NAME: J. Francisco Tuduri TOPIC: Old Technology COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. TITLE: Molino COUNTRY: Argentina WEBPAGE: none yet RENDERER USED: Pov-Ray 3.5 for Windows TOOLS USED: *MakeTree and MakeWall by Gilles Tran -> http://www.oyonale.com/ *Stacked Sky by Jaime Vives Piqueres -> http://www.ignorancia.org/ *TomTree by Tom Aust -> http://www.aust-manufaktur.de/ *PovTree by Gena Obukhov -> http://propro.ru/go/index.html *Object Bender by Chris Colefax -> http://www.geocities.com/SiliconValley/Lakes/1434/ *HamaPatch by Hamakazu -> http://www.geocities.com/hamapatch/program/ *IrfanView *Photoshop RENDER TIME: 16hs approx. HARDWARE USED: PIII 600Mhz 256 Mb IMAGE DESCRIPTION: A watermill. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The terrain is a heightfield made with an orthographic shot from above and then retouched in Photoshop to make it fit the surroundings. There are two copies of another HF rendered in pov-ray, they are way in the background. The grass is very simple, only one triangle per blade with a gradient pigment. The patches are placed using an image map, similar to the one used for the HF, along with eval_pigment and trace(), white areas have a high probability of growing grass while black areas have zero probability. The water is an almost black disc with an averaged normal. The trees. The willow-like tree is the only 3d tree in the final render, made with MakeTree. The three big trees behind the house are also made with MakeTree but are projected on a very thin box with transparency. The tree on the left, behind the cart was created with TomTree and tweaked with PovTree, and is also mapped on a box. There are other copies of this tree in the background but they are not very visible. The sacks were created in hamapatch. The wall on the background on the right is a box with an image map from http://www.grsites.com/textures/. MakeWall was used to make the wall on the bottom of the house and the pillar that holds the wheel. Everything else is all CSG. Each roof is a bunch of tiles placed with some randomness and slightly bent in the middle with Object Bender. The water on the wheel is a lot of spheres scaled and placed by a macro, that is applied several times. Through the window closer to the wheel you can barely see a door, wich was made a couple years ago, and has much more detail than needed. There is a big cylinder around the whole scene with an imagemap (made in povray) of ground, trees and sky, and no_image so only the reflection is visible on the windows. The sky is a Stacked Sky.