TITLE: Man & Nature
NAME: Bruno CABASSON
COUNTRY: France
EMAIL: bruno_cabasson@yahoo.fr
WEBPAGE: none
TOPIC: The Opposites
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
JPGFILE: mannatur.jpg
ZIPFILE: mannatur.zip
RENDERER USED: 
    POV-Ray 3.6.1

TOOLS USED: 
    Spilin for splines, GIMP 2.0 for label text and JPG conversion.

RENDER TIME: 
    About 2 30 Hours

HARDWARE USED: 
    AMD Athlon XP3000+ (clocked 1.8Ghz)

IMAGE DESCRIPTION: 

In this very beginning of 21st century, Man and Nature are really opposed to one
another. My idea: 
wild nature as a paradisiac island, opposed to so-called civilized man and an
ugly factory. The 
opposition is also concerning the amount of code. The beautiful island is
described by few lines, 
the dirty factory required much more.
All is my own: all non-POV-standard stuff is mine, and all made from scratch.
In the ZIP file, one can find partial renders of the scene.


DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 

Only SDL code, no image maps.

The island and the sea bottom are an isosurface (or an height_field, depending
on the parameters used for render -
see code's top), derived from a turbulence'd spherical pigment, with a repulsive
black_hole to form the 
crater. The texture used is not very advanced, but uses slope_map with some
simple yet sufficient
textures to cover the surface and mimic rock and vegetation.

The lake is a prism and was made by using the orthographic ABOVE_CRATER_CAMERA
of the code and the nice
small tool 'spilin' for the contour. I scaled both POV render window and
spilin's the same, superimposed
them and switched from one to the other by ALT+TAB and followed the contour with
the mouse from one point
to another. The texture is scattering and emitting media.

The sea is a hollow plane with media and a surface texture. The latter is
multi-layered, one with the
same pigment used for the island to fit the shore and look like breaking waves.
Another layer is for
the waves on all the surface.

The factory: costed me quite more work. All textures were made from scratch and
I am quite proud of the
result, especially metallic textures: pipes, reactor gate, posts. I also like
the cheminey, the reactor gate
and the light stands. The buildings are very simplist, only boxes. The smoke is
media with a trubulence'd cylindrical
pattern combined with a planar pattern for the vertical fade-out. I also worked
a bit an the surrounding
wall texture (quite a complex one ...). The shapes use CSG, lathe, isosurface
(pillars and light pylones),
sphere_sweep for the pipes.

Unfortunately all details are not visible in the image, considering the angle
and point of view, but it was also
a good exercice for myself. Therefore I ship partial zoomed renders of the scene
to focus on some specific
and interresting areas.

Good luck to all entrants.

