EMAIL: AvataR@GMX.Net NAME: Garvin Hicking TOPIC: Magic COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. TITLE: 'Magicians Home' COUNTRY: Germany [Remagen] WEBPAGE: http://www.yi.com/home/HickingGarvin/ RENDERER USED: Povray 3.02.watcom and Povray 3.02.unix TOOLS USED: - sPatch (Socket of the column in the middle of the room, the two Shields, The Claws on top of the column) - SPARKLE-Generator (The lightnings) - LensFlare-Plugin by Chris Colefax (LensFlare) - DOS-Editor (Halo and Lensflare-placing, Texture-modifications) - Paintshop Pro (Modification and Generation of image-maps) - Moray (everything else) RENDER TIME: about 190 hours, distributed to my PC and four SPARC4s HARDWARE USED: iP133, 48MB RAM, 3,7GB Harddisk / Sun Sparc4 IMAGE DESCRIPTION: 'My home is my castle' :) You can see the 'ready-room' of a Magician. It's in a fairly large tower with the typical castle-effects in it, like hanging carpets, some mirrors, Crossing Swords and Axes, Torches and so on. The main thing is the magic ball on the column. It's surrounded by claws, and lensflares/lightenings are striking on it. The ball itself is surrounded by a halo and it's typical crystal-glass. The camera is showing a 'frog-perspective' of the image, and by decreasing the FOV, everything seems to surround you. On the floor you can see the shadow of a the magician, who's walking upon the column... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This is my second image to the contest. I was just doing a just-for-fan column and then realized that I could use the whole scene for the current topic. I also stick close to povray-options, and besides the shadow of the magician, nothing is done by triangles or alikes. The shadow was converted from a simple lathe to triangles, because I chose the Option 'Glyph' in Moray...otherwise the shadow would really look creepy. As I said, the socket and claws of the column are modelled in sPatch. I revised my formely build torches for this image, and made it a bit more realistic by assigning different textures and putting the objects more smoothly together. The rest is hard to explain, but my biggest problem was the render speed of the image. I finished the source-code around 3. August. Then I rendered the first lines in good resultion and found out that it would take about 2-3 months to finish the image. So I had to reduce Quality (Jittering, Antialiasing, Resolution) and I hope the image will be completed in the last week of August. I really had some good radiosity-ideas for this image, but crap - forget it, it's way too slow. If anybody every stumbles around my file and has some good computers, maybe (s)he will try to render it with radiosity, and show me the result???! I have included the whole source-code without image-maps. Those you simply have to do by yourself, I think it should not be hard. The following images were used: gilamons.gif: A texture for the mirrors limesto3.gif: The texture for the wall. Extremely realistic looking paper.gif: The texture for the ground. A bit marble-loooking pat0006.gif: A pattern for one of the hanging carpets pat0007.gif: A pattern for one of the hanging carpets pat0039.gif: A pattern for one of the hanging carpets pat0107.gif: A pattern for one of the hanging carpets stucco.gif: The texture for the column tanleath.gif: A texture for the leather-handle of the swords. Many objects in the source-code (and as you may have noticed, the imagemaps too) are referrenced by their german name. The source also is very untidied, and not cleaned-up or commented. I mostly didn't put a name on my objects...0:-)