EMAIL: rclee@oklahoma.net NAME: Robert Lee TOPIC: Old Technology COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. TITLE: Siege COUNTRY: USA WEBPAGE: None RENDERER USED: POV 3.5 TOOLS USED: IFranView, Little Gray Cells RENDER TIME: about 56 hrs HARDWARE USED: 1.7 Ghz Pentium on Windows XP IMAGE DESCRIPTION: For good or ill the siege begins under the blood-red light of a fully eclipsed moon. The attacking army is encamped a short distance away, suggested by the fires in the distance. Today, the trebuchet is considered old technology. In its day, however, it was considered advanced technology, one of the most feared siege weapons ever built. The image brightness should be set so that the stones at the bottom of the moat are just visible. This is my fourth IRTC entry. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I wanted a panaramic feeling of epic proportion, so this entry was rendered with +w1024 +h512. To reduce jaggies, +aa 0.3 was used. Castle: I would like to thank Gilles Tran for making his MAKEWALL macro available. I did not make any large changes to his code except for modifying his textures a bit. Terrain: An isosurface was used to generate the snow cover. Moat: The moat was carved out of the ground plane with a sphere sweep object and textured with a crackle pattern to simulate stones on the bottom. The water was created by adding a box to the plane-sphere sweep difference. The box was textured with a water material. The water transparency was adjusted using a filter value so that the stones at the bottom of the moat would be slightly visible. Foliage: The bulrushes around the moat and in the snow to the right are randomly rotated and placed sphere sweep objects. The bushes / trees in the background are scaled-up clumps of bulrush objects. Fog: Ground fog was added in the background and an emission media, enclosed by an invisible box, was used in the foreground to show smoke from the fires. Stars: These are randomly colored and placed spheres. If the spheres became too small, the +aa 0.3 setting made them invisible. Trebuchets: These were modeled and textured using POVRay 3.5 CSG. Arrows: Shot from above, arrows were modeled using CSG and placed in the scene by randomly generating locations above and below a tilted plane. Rocks and Ropes: The rocks are super superellipsoids and the rope is made out of a sphere sweep object textured with a spiral pigment. Soldiers: I was desperate to show the scale of the trebuchets. Lacking additional software, I downloaded several bitmaps from the internet, mapped them to transparent boxes, and set them in the scene. The scaled soldiers were too small to be seen among the distant campfires. Moon: The moon is a bitmap of the moon's surface maped to a sphere. When the size of the sphere was reduced to make a realistic looking moon and +aa 0.3 was applied, the details of the bitmap were lost. However, during a total lunar eclipse, the details of the lunar surface can not be seen very well; so this rendition ends up looking like the real thing. Fires: Logs for the fires were taken from the plankes used to build the trebuchets. However, these logs were textured to suggest burning coals. The fires are made up of colored emission and scattering media contained by blob objects. Each fire has a light source imbedded in it. The nearest fire contains a small area light to make a nice shadow of the soldier on the nearest trebuchet. All the other fires contain a regular point light source. Ambient light: To light the overall scene, a point light source, appropriately colored, was set directly in front of the moon. Radiosity: I used fairly high quality radiocity settings: pretrace_start 0.08 pretrace_end 0.008 count 200 error_bound 0.25 recursion_limit 3 media on normal on always_sample off save_file "CaveRad2" There was little difference between the regular render and the render with raiosity. I suppose there would have been a bigger difference if the sky had not been so dark. IfranView was used to convert the PNG files to JPG.