TITLE: untitled_17
NAME: Bruno Gimeno Ferrer
COUNTRY: Spain
EMAIL: bgimeno@lycos.es
WEBPAGE: http://usuarios.lycos.es/Game2413
TOPIC: Forces of Nature
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
JPGFILE: untitled.jpg
ZIPFILE: untitled.zip
RENDERER USED: 
    Pov-Ray 3.6.1

TOOLS USED: 
    Poser 4 (c) 2001? by Curious Labs - http://www.e-frontier.com/
            Poseray (c) 2005 by FlyerX - http://user.txcyber.com/~sgalls/
            Arbre.inc (c) 1999 by Steven Pigeon -
http://home.pacbell.net/tylereng/index.html
            Depth Of Field.inc (c) 1998 Francois Dispot
            Furtex Macro (c) 2000 Rune S. Johansen - http://runevision.com/
            Photoshop 5.5 http://www.adobe.com
            Goldenratio.ini an ini wrote by myselft to adjust the width/height
of the image


RENDER TIME: 
    About 6-7 Hours

HARDWARE USED: 

 K-6 400Mhz with 128 Mb Ram "under" Windows 98 for develop the 95% of the scene
code and a
 Pentium IV 2.4 Ghz with 1Gb Ram "over" Windows XP for final tests and render 


IMAGE DESCRIPTION: 



DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 


 Terrain
 Is was done following the Neil Korban's tutorial "Drop on a Surface", available
in  
 http://www.wikipov.org/ow.asp?DropOnSurface,  but instead of place randomly
objects
 on the surface, the objects were arranged inside a double #while-loop. The
Ground is a 
 height_field object created with Photoshop's plugin Render Clouds, and a
slightly customized 
 paintbrush tool to draw the cracks.

 Floor tiles 
 In the final version are isosurfaces generated from a example code included in
pov-ray.  
 They were placed in the scene by two macros, one to place sufficient floor
tiles to cover all 
 the scene over height_field on the ground, and other to scatter a few floor
tiles on the previous 
 macro.
 
 Water
 This object is another height_field created in photoshop to simulate the
ondulations on the water 
 and that was scaled to cover all the scene.

 Trees
 They are located outside the direct field of vision of the camera. They were
created using the 
 macro Arbre.inc of Steven Pigeon.

 Leaves
 Leaves were created from the leaves that came with arbre.inc, but modified to
include a certain 
 random component in the form and the color. They were located in the same way
that the random 
 floor tiles.
 Birds 
 CSG Union of sphere_sweeps and spheres scaled and rotated randomly to appear
the movement of the wings.
 They were placed to fit his position where they were reflected in the water.
 
 Fence 
 CSG Union of cylinders using a simple #while loop.

 Cat
 Is a character from Poser 4 imported with Poseray and texturized with the
Furtex 
 macro of Rune Johansenn.

 Golden Ratio
 The floor tiles and the image file have a proportion of 1 by 1.618, also
well-known like golden ratio 
 or divine proportion, one old natural relation present in many alive beings
between a part and the whole.
 More info at: http://mathworld.wolfram.com/GoldenRatio.html

 Final adjustments 
 the final image was adjusted in brightness and contrast, and added signature
and URL with photoshop 5.5

---------------------------------------------------------------------------------
---------------

 Terreno
 Se hizo siguiendo el tutorial de Neil Korban "Drop on a Surface", disponible
en
 http://www.wikipov.org/ow.asp?DropOnSurface, pero en lugar de colocar los
objetos aleatoriamente 
 sobre la superficie, se dispusieron mediante un doble bucle anidado para formar
las hileras y las
 colummnas. La superficie es un objecto height_field creado en photoshop
mediante el filtro Nubes y
 una levemente modificada brocha para situar las grietas sobre el terreno.
 
 Baldosas
 En la versi_n final son isosuperficies generadas a partir de un c_digo de
ejemplo encontrado en los
 ficheros de demostraci_n de pov-ray. Se situaron en la im_gen mediante dos
macros, una para situar 
 suficientes baldosas para cubrir toda la escena sobre el height_field del
suelo, y otra para esparcir
 unas cuantas baldosas sobre la macro anterior y figurar que habian sido
arrancadas del mismo suelo.
 
 Agua
 Es otro objeto height_field creado en photoshop para simular las ondulaciones
sobre el agua y que cubre 
 toda la escena.

 _rboles
 Son 3, situados fuera del campo de visi_n directo de la c_mara. Fueron creados
utilizando la macro 
 Arbre.inc de Steven Pigeon.

 Hojas
 Fueron creadas a partir de las hojas que ven_an con arbre.inc, pero modificadas
para incluir un 
 cierto componente aleatorio en la forma y el color. Se situaron en la escena
del mismo modo que las 
 baldosas aleatorias.

 P_jaros
 Union de sphere_sweeps y esferas escaladas y rotadas aleatoriamente para
figurar el movimiento de las 
 alas. Se colocaron para ajustar su posici_n donde se viesen reflejados en el
agua.

 Verja
 Uni_n CSG de cilindros usando un simple bucle #while. 

 Gato
 Es un personaje de Poser 4 importado mediante Poseray y texturizado con la
macro Furtex de Rune Johansenn.

 Proporcion Aurea
 Las baldosas y el fichero de im_gen tienen una proporci_n de 1 por 1.618,
tambien conocida como la proporci_n
 _urea o divina proporci_n, una antigua relaci_n natural presente en muchos
seres vivos entre una parte y el todo.
 
 Ajustes finales
 La im_gen final renderizada con pov-ray fue ajustada en brillo y contraste, y
a_adida la firma y url
 con photoshop 5.5

