TITLE: Forever and ever
NAME: Toni Bratincevic
COUNTRY: Croatia
EMAIL: tbrat@mail.geocities.com
WEBPAGE: http://members.xoom.com/Intercepto
TOPIC: First Encounter
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
JPGFILE: tbenc01.jpg
ZIPFILE: tbenc01.zip
RENDERER USED: 
    POVRay 3.1

TOOLS USED: 

             - sPatch for modeling fish and some parts of butterfly
             - POVRay 3.1 for writing all other elements in scene, textures and
rendering
             - Photoshop 4.0 for retouching some image and height field maps and
converting picture to JPG format 

RENDER TIME: 
    about 12h

HARDWARE USED: 
    Pentium 133 64 Mb


IMAGE DESCRIPTION: 

Somethimes life is not so shiny as it seems to be. Fields of flowers and colors
can cheat us most times. The creature that lies beyond it is something we all
must expirience, today or day after. Some of us learn how survive, other not.
This child on the picture (butterfly), still weak and without thought's of
monster beyond flowers, try to survive his first contact with life itself, our
should we call it monster?
He will not survive.
He's going on his first enocounter with eternity.


DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 

Many parts of this picture are created directly in POVRay. I used lots of my own
made algorithms. I wrote algorithms for tree (all parts including leaf), part
of water where fish jumpes out of water, and some for stones in the water. Fish
are created in sPatch, some parts are separated in layers so that I can use
different textures on body, eyes etc. Water is simple plane with high
transparency and reflection, and with granite bump texture. On the part of
image where fish jumps out of water I used loops and bloobs. In blob, spheres
are used to create water that spreads away, and cylinders are used to create
plane so that spheres that intersect with water slightly melt with it
(cyilinders). When that was created I used merge on blobs and water plane.
Texture on the fish is simply gradient on y axis, with some turbulence. For
bumps texture I used leopard patern with slope map. The result is not so
realistic as I want it to be, but didn't have time to work on it.
The most complex part of this image is one branch with flowers on it. For
creating it I used polyons for leaf, cylinders and spheres for small braches
that lies on big branch and he is created with blobs. For big branch I used
loops. Position of every blob in the branch is declared with one big sin used
for the primary move and path of branch, and one sin and one cos functions are
used to achive something like random move of the branch.

That will be all. Code is little messy and my English to ... sorry about that.

Thanx. Bye

