TITLE: The Lonesome Call
NAME: Johnny Yip
COUNTRY: Canada
EMAIL: phazxero@hotmail.com
WEBPAGE: none
TOPIC: Loneliness
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION
JPGFILE: howl.jpg
ZIPFILE: howl.zip
RENDERER USED: 
    POVRay 3.5 or POVMAN


TOOLS USED: 
    POVRay 3.5, Poser 4, OBJuvPOV, Photoshop 6, TOMTREE, Terragen


RENDER TIME: 
    3d 13h 17m 58s


HARDWARE USED: 
    P4 2GHz


IMAGE DESCRIPTION: 



DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 


There are two different "types" of tree in the scene - foreground and
background.
The forground trees are isosurface objects.  Their isosurface function is a
"blobbed"
combination of a cylinder and a cone, and the top is subtracted by a noise
function
to create the "shattered woodchips" effect.  The outer bark layer is combined
with
a pigment function to create their jagged surfaces. The background trees are
created
with the TOMTREE include.  The branches were also made with TOMTREE, they are
simply
"mini-trees".

The ground is a height-field object, and the tga file was created in Terragen.
The complete object is textured with a "grass image" bump_map and image_map.
The grass texture is obtained from 3DCafe.

Luckily I found the wolf model in Poser's own library (thank you Poser), and it
was
exported into POV format with OBJuvPOV.  The image map was also obtained from
Poser.

The smoke is actually part of the air media... At first I was trying to place
some
smoke objects (also media objects) inside another media (the air), but the
"resulting
media" is an added combination of the two.  Thus the smoke no longer look smokey
and
they look exceptionally bright.  So I tried to use density_map...

... The atmosphere is a media object (cylinder with an interior) with two
density levels -
foggy air and smoke.  The smoke layer is "slotted" into the cylindrical
atmosphere using
a multiple gradient method.  Gradient density maps are created in the x, y and z
direction,
with various adjustments, the smoke section (only 10% of the total atmosphere)
can be
placed anywhere inside the cylinder (see atmosphere.inc).

To generate a more solid "light-ray" effect, a single spot-light source was
used, and a
couple of point lights are set up around the primary spot-light to increase the
"ambient"
lighting. 

REMARKS:
Only the source code (*.pov, *inc) are included in the zip file, textures and
heightfields
are too large to fit.  If you really want them, send me an email and i will try
to send
them to you.

