TITLE: Space Colony Zoo
NAME: Charles McChesney
COUNTRY: USA
EMAIL: charliemc@prodigy.net
WEBPAGE: http://artcomp1.tripod.com/index.html
TOPIC: Worlds within Worlds
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
JPGFILE: spaccol.jpg
RENDERER USED: 
    Povray 3.5

TOOLS USED: 
    Amorphium Pro, Hamapatch, Moray, HLA, Gimp

RENDER TIME: 
    half an hour

HARDWARE USED: 
    Hewlett Packard Intel Celeron 400mhz processor

IMAGE DESCRIPTION: 

This is a picture of one of the space colonies that the Groebils have collected
for their space colony zoo. The Groebils capture these colonies and then place
them in a cage in their zoo. The cages are miniworlds that mimic the worlds
that the colonist's were attempting to inhabit. To view the colonies a Groebil
zoo visitor views the inhabitants from a holographic head that appears inside
the colonists' world. The visitor can even talk to the colnists and his
conversation is immediately translated to the miniworld in a language that the
kidnapped colonists can understand. These colonists are attempting an attack on
the holographic head which of course is not real and their attack will be in
vain.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 

Amorphium Pro, Hamapatch, and Moray were used to manufacture the head. HLA was
used to build the heightfields. Gimp was used to make a material map and to
alter the heightfields. To make the forest area the low lying areas of the main
field were altered by adding noise to them. The image was then loaded into hla
and the noise was altered until a pleasing forest was created. The resulting
heightfield object was joined with the rest of the heightfield with a union csg
operation. The magic wand tool was used to divide different areas in making the
material map. Moray was used to make the colony and the flying craft. Radiosity
was used with Povray 3.5 beta. The new brta version worked great and I was most
pleasd with the results. The Moray models all of course had to be rotated to
fit into my scene. The majority of the work done on the scene was done working
directle with the raytracer and povscene language.

