TITLE: Shark Dive
NAME: Wildarts
COUNTRY: Finland
EMAIL: wildarts@mbnet.fi
WEBPAGE: not yet available
TOPIC: The Sea
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
JPGFILE: sharkdiv.jpg
RENDERER USED: 

    3D Studio MAX 


TOOLS USED: 

    ProgMesh 1.2 for lowering scene complexity


RENDER TIME: 

    -


HARDWARE USED: 

    -







IMAGE DESCRIPTION: 


I have mainly used Mo-Ray and Pov-ray, but now I had a change to
try modelling with 3D Studio MAX at my friends Architect office.
I have been practising MAX for little over a year, but this was
the first scene I'm really worked for.

I wanted to make the feel of excitement and fear to honer all the 
deep sea divers in 19th century who jumped in to unknown to explore
the depths of the roaring sea. They were the astronauts of that time.



DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 


The scene contains 5 lights 150000 faces and 200 objects.


This image involved a lot of pioneer work, since this is the first
underwater image I have done, not to mention the first time I modelled 
a human. To get started with I did a few sketchs about what the final 
image would look like and went to the library to find books about sharks,
divers and sea life. Then I modeled the sharks using Box-modelling.
After completing the sharks I moved to other components. I made 
the wreck using standars primitives and extruded curves, amforas
using lathe object and two lofts. The starfish is made using Nurbs
curves as well as the weeds. The biggest problem was to do the Siebe
diver, because I had never done a human before. It's a combination
of nurbs objects, standard primitives, box-modelling and a set of modi-
fiers (Push, Noise etc.). The environment is made using exponential fog 
for water effect, cellular material for water surface, projector volume light 
for light rays, and a cellular projector light for caustics effects. 
After completing all the elements I did a series of test renderings (about 20) 
to fine tune the image. I'm still not happy with result, but because I'm having

a lot of things to do at school right now, I think it will do for now. 
Hope you guys like it!
 
P.S. Nearly all materials are procedural. I used maps just for the wreck
material and 
light rays.







