EMAIL: phazxero@hotmail.com
NAME: Johnny Yip
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION
TOPIC: Loneliness
TITLE: The Lonesome Call
COUNTRY: Canada
WEBPAGE: none
RENDERER USED: POVRay 3.5 or POVMAN

TOOLS USED: POVRay 3.5, Poser 4, OBJuvPOV, Photoshop 6, TOMTREE, Terragen

RENDER TIME: 3d 13h 17m 58s

HARDWARE USED: P4 2GHz

IMAGE DESCRIPTION:

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

There are two different "types" of tree in the scene - foreground and background.
The forground trees are isosurface objects.  Their isosurface function is a "blobbed"
combination of a cylinder and a cone, and the top is subtracted by a noise function
to create the "shattered woodchips" effect.  The outer bark layer is combined with
a pigment function to create their jagged surfaces. The background trees are created
with the TOMTREE include.  The branches were also made with TOMTREE, they are simply
"mini-trees".

The ground is a height-field object, and the tga file was created in Terragen.
The complete object is textured with a "grass image" bump_map and image_map.
The grass texture is obtained from 3DCafe.

Luckily I found the wolf model in Poser's own library (thank you Poser), and it was
exported into POV format with OBJuvPOV.  The image map was also obtained from Poser.

The smoke is actually part of the air media... At first I was trying to place some
smoke objects (also media objects) inside another media (the air), but the "resulting
media" is an added combination of the two.  Thus the smoke no longer look smokey and
they look exceptionally bright.  So I tried to use density_map...

... The atmosphere is a media object (cylinder with an interior) with two density levels -
foggy air and smoke.  The smoke layer is "slotted" into the cylindrical atmosphere using
a multiple gradient method.  Gradient density maps are created in the x, y and z direction,
with various adjustments, the smoke section (only 10% of the total atmosphere) can be
placed anywhere inside the cylinder (see atmosphere.inc).

To generate a more solid "light-ray" effect, a single spot-light source was used, and a
couple of point lights are set up around the primary spot-light to increase the "ambient"
lighting. 

REMARKS:
Only the source code (*.pov, *inc) are included in the zip file, textures and heightfields
are too large to fit.  If you really want them, send me an email and i will try to send
them to you.
