TITLE: Twilight
NAME: Florian Kastell
COUNTRY: Germany
EMAIL: webmaster@digitaltwilight.de
WEBPAGE: http://www.digitaltwilight.de
TOPIC: Worlds Within Worlds
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
JPGFILE: twilight.jpg
ZIPFILE: twilight.zip
RENDERER USED: 
    POV-Ray v3.5 beta 11

TOOLS USED: 
    Paintshop Pro 7 (painting the camera bumpmap), Bryce 4
(heightfields)

RENDER TIME: 
    parse 10 minutes | trace 8 minutes | total 18 minutes | used
settings: +R2 +A0.3

HARDWARE USED: 
    PC, Athlon 550, 256 MB PC-100 SD-RAM, Elsa Erazor x2


IMAGE DESCRIPTION: 

After my last submition to the IRTC, there was a hardly any time to create new
3d worlds.
I think it was in wintertime, when I saw the new stills topic, and I immediatly
thought,
I should try it once again. During my process of finding a basic idea for my
picture I remembered
the paintings of Hans Werner Sahm. In his paintings you can see little worlds
within big worlds.
So I decided to make it like he did.
In front you see some islands and a little boat searching a way through the far
sea. On the
both sides there are big pillars leading upwards into the sky.
Far away at the horizon the great shape of mountains grow out of the fog.


DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 

In the beginning I thought about making a great hall with water on the floor and
a spotlight
casting light (with media effect) from a little window, just under the ceiling.
But it was not satisfying, so I asked a good friend what else I can make and he
inspired me
to let the pillars end right in the sky or in the fog.
At first I modelled pillars and the surroundings, after that I created the
boat.
The pillars are constructed with csg and some loops. The islands are
heightfields, created
in Bryce. The boat is also csg. The background and the athmospheric effects are
a sky_sphere
and some fogs, two ground fogs and two global filtering fogs. The water is a
bump-mapped plane
using the bozo pattern as a normal. I also added reflections and the other
properties to make
it look like water. The texture of the pillars is quiet complex. At the bottom
there is a wet and mossy
texture which is modified to a more marble-like texture going upwards.
The first time I tried to trace the image it took so long that I aborted during
the parsing process.
So I had to make some changes on it, especially on the decoration of the pillars
because there where
to many spheres and bands on it. In the end I only had 142079 frame level
objects in the scene and
the parsing time was way shorter than before.
If you have questions to it please email me.

