TITLE: But I make kittens NAME: James R. L. Hughes COUNTRY: USA EMAIL: marihugh7@cs.com TOPIC: Surrealism COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: bimkjrlh.jpg RENDERER USED: Povray 3.5 TOOLS USED: Gimp, Irfanview, Wings 3D, Moray, AccuTrans 3D, Poseray, Poser 4, UVmapper, Blender 2.7 RENDER TIME: 40 minutes 17 seconds HARDWARE USED: AMD duron 950 khtz / 256 Mb. Ram / 1.6 gig hard drive IMAGE DESCRIPTION: You want margarine? But I Make Kittens! Is there happiness in slavery? This is my first complete 3D image, so go easy on me :D It either very artistic and deeply symbolic, or, utter nonsence. Either way its kinda nifty imho. My concern is that its too obvious, and not surrealistic enough. But then again, im insane. misc note: The skys are watching (look closely). DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Mount Saint Helens: The volcano is part of the landscape I was raised in. I got the digital elevation map from the USGS site, and converted it with AccuTrans. Then I downloaded sixteen tiles of orthographic sattelite photos from terraserver, and stitched them together. I used the gimp, and irfanview to enhance the contrast and gamma of the mountian skin, and to make all the tiles look right (some of them were very bright). Finally, i used UVmapper to UVmap the mountain, and exported a map, and put the satelite photo onto the obj, then loaded it all up in poseray, and exported to povray. I had to do this at a very high res because i have no way of smoothing the mountain faces. (it was too large to load in anything that could apply smoothing, and i have no idea how to do that by hand). Sky: There are two skies. One is a skysphere with a procedural texture, used for the reflections in the water. The other, is a cube with a texture map that I made on it. Actors: The drowning man and the woman are created in poser. The robot, I modeled in blender. I then exported each of his body parts, converted them from dxf to obj using accutrans. Then I loaded them into Wings 3D, smoothed them and exported them again. Then I loaded them into UVmapper, Mapped them, and then exported them. Then I used the Gimp to create bump and texture maps. Then, I loaded them into poseray, tweaked the materials a bit, and exported to povray format *whew!*. Finally, I loaded the resulting body parts into moray, and peiced the robot back together, and posed him. The drill and apple were created seperately, but in the exact same way, except for the little white spot where the drill bit is peircing the apple. Thats a disc with a procedural texture on it. Special Note: You can't see it as well as i'd hoped, but the 'knees' of the robot are extremely convincing brushed aluminum. I thought i'd shortly describe how I made them, even though its a 2d process, incase someone else wants to. In gimp, I used a repeating gradient that goes from black to white to black to white, etc. In gimp the predefined gradient is called 'four bars' I used it with a sawtooth wave repeat. Then, i added about 15% of noise (not independant). Then use filter -> distorts -> wind. Set it to wind/left/ both. Strength and threshold should be equal, but change in value based on the size of your texture. for a 256x256 ,use 2 and 2. Thats it. the result is truly breathtaking on a cylender. For cones ,scan a CD.Invert, and add noise. Then use the blur - motion blur - radial. I used that on the cone of my drill. It looked great. Sadly, the apple blocks it. Note this looks terrible if you try to animate it though. rotating the texture proportional to light/camera movement helps, but if you zoom in or out you loose the effect, which , is why i lost the effect on the robots knees. Dog Leash: The collar is a flatened torus with double conically shaped superquadratics round it. The handle is a bezier patch. the chain is chris colefax's macro. Deep Blue: The ocean was the toughest part, and is the part I am least satisfied with. I looked around for a short bit to find some kind of ocean generator. Haha. I ended up making an image map of some waves, using povray. Then, i created and image map of some ripples, using povray. Then, I loaded both bitmaps into the gimp and blended them together, and saved them as a tga. Then I took some vacation photos and cut out the ocean from them, and made a pathetic texture map (which had the effect of making things look a bit smoother although i think the whitecaps got swallowed up somewhere). Then I created a hightfield, put the image map on it, and put a granite normal on it (for reflections, and added noise). I had to use granite because the heightfield was HUGE. The Rest: The rest of the scene consists of an area light, a point light, a camera, four layers of ground fog, and my signature heightfield (in the low right corner). Post processing: I used the Gimp to save the file to a jpg (cause it does such a good job of it) Then I used irfanview to take the gamma down a bit, and very slightly modify contrast and brightness. Source File: the source zip is 29.5 megabytes. At best, it would have taken me eight hours to upload (my modem is slooow). So, if anyone wants any part of the scene, like say, the mountain, or ocean, just email me. i'll zip that part and email it.