TITLE: Victory
NAME: Nathan O'Brien
COUNTRY: Australia
EMAIL: no13@ozemail.com.au
WEBPAGE: http://www.ozemail.com.au/~no13
TOPIC: Arts & Entertainment
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
JPGFILE: 13benhur.jpg
ZIPFILE: 13benhur.zip
RENDERER USED: 
    Povray for Windows

TOOLS USED: 
    Autocad & customised LSP routines
           Poser2
           Rino 3D
           Spatch
           Texture Magic
           Colour Mixer 2
           Paintshop Pro

RENDER TIME: 
    50 minutes

HARDWARE USED: 
    Pentium 133 with 64Mb ram, Nt4 OS

IMAGE DESCRIPTION: 


The chariot race from one of my favorite movies, Ben Hur.


DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 


The horses and chariot were first drafted in Autocad. The horses are created
using a single inc
file written using some custom LSP routines in Autocad. The horse is created
from multiple blob
objects with user set rotion values to create different horses. All the textures
used in the
horse inc file had declared values set in the colour maps so that overall colour
tone of each
horse could be set differently. 

The figure of the chariot racer was orginialy created in Poser2 under three
different settings. 
These were nude, with clothing, and with an enlarged chest. These were then
imported into Rhino
and broken up to created the basic body, undergarments, and armour. The cloak
was then added in
Rhino. The skirt was first modelled in Spatch and then added to the racer model.
The helmet and
the whip were drafted in Autocad and then also added to the model of the racer.
The whip was
created using a worm LSP routine.

The wall is created using a #while loop and rand() to distribute the different
types of stone
blocks. All textures are applied after translation to prevent any repeat of
texture patterns.
The columns are from my column plugin. The sandy ground is a height field first
created using POV
and then modified in Paintshop Pro to add the wheel tracks.

All textures were created using Texture Magic with modification by hand for
effect. 

A second light source, dark grey using the shadowless option, was added to
soften the deep 
shadow areas created by the main light source

Not all of the code is included in the zip file (it just got too big) but the
informative hand
written parts are included. I've left out the mesh files.

