TITLE: This could be reality!
NAME: Toni Bratincevic
COUNTRY: Croatia
EMAIL: tbratinc@barok.foi.hr
WEBPAGE: http://members.xoom.com/Intercepto
TOPIC: Horror
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
JPGFILE: tbhorror.jpg
ZIPFILE: tbhorror.zip
RENDERER USED: 
    POVRay 3.1

TOOLS USED: 
    POVRay 3.1, Moray 3.1, sPatch, PhotoShop

RENDER TIME: 
    1d 8h

HARDWARE USED: 
    Pentium 133 (64 Mb RAM, 1.6 GB HD, Win NT 4.0)


IMAGE DESCRIPTION: 

Look at picture and title.


DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 

  I used several software packages for creating this picture.
Moray was used for modeling most object. Buildings, lamps, road and some other
elements
were created using Moray modeler. This is done mostly using primitive objects
and
CSG operations. As for textures, only names are created in Moray and applyed to
objects.
Lately, after exporting scene to POV file, I wrote textures in POVRay editor.
  The boy was created in sPatch using splines. Since my most critical part is
organic
modeling, model of the boy is not so real. If I had more time maybe, he would
probably
look better, but... :(
  The explosion was made out of objects filled with volumetric textures. One
lathe was
used to shape the edges of this mushroom. That lathe object was used as
container for
explosion (volumetric texture - media). I used emission and absorption commands
with
density and color map. The incoming flame wave is not part of mushroom. It is
one simple
box, also filled with volumetric texture. I'll try to write this or next month
some
tutorials about how to use media for creating explosions and some other
effects.
  Crushed walls in explosion are made with Height Fields painted in PhotoShop.
  Bird and bear are created in sPatch, exported to moray and transformed
to desired position.
  Tree is generator I'm working on. Why it is without leafs ... little memory. I
just
updated this generator. If you want to see it, homepage address is above. It is
still in
beta version, but it can be used to generate very nice trees and it has modular
structure.
  Grass and little rocks are made with two Height Fields and little algorithm
who use
polygons to create grass.
  The picture was rendered with radiosity. Area light are used to produce soft
shadows.
Lights are not white, yellow color was used to simulate the ambient when sun is
fading
in horizon. Another yellow light is used to simulate light from explosion.
Fading over
distance was used for this light. Third light with little intensity (0.2) are
used to
simulate ambient lighting.
  Sky is made out of one sphere with gradient and plane with one texture trick
used
to simulate light from sun. I will probably write one small tutorial about it.
In the mean
time look at the source code.
  Source code is very messy ... sorry about that.
  
  That's all for now ... if you have some question send me e-mail.
    
  

