TITLE: "Night of rain"
NAME: Guillermo Espitia Rojas
COUNTRY: Colombia
EMAIL: gespitia@latino.net.co
TOPIC: Water
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT
JPGFILE: ger_agua.jpg
ZIPFILE: ger_agua.zip
RENDERER USED: 
    Pov-Ray Windows 3.02

TOOLS USED: 
    Moray Windows, Spatch, CorelDraw 5, Photopaint 5, Irfanview

RENDER TIME: 
    18h 30m

HARDWARE USED: 
    Pentium 233 Mmx 32 Mb



IMAGEN DESCRIPTION:

This image only tries to represent one night rainy. The idea arose from classic

from cartoons "Lady and the Tramp".




DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 


1.  ORGANIZACION OF THE SCENE

With primitive I made a representation macro of the scene to study the location

of the camera, the frame of the scene, and the nocturnal illumination.

2.  NIGHT 

I used one sky_sphere with very dark colors. 

Ambient of most of the objects was placed in 0.1; it was to me more advisable 
than to use global_ambient. 

For the illumination I used fade_distance of less than 4 meters to allow dark 
zones. 

3.  RAIN 

I looked for to represent rain by means of a texture, to avoid the increase of 
the time to render. After several tests, the best result was obtained with a 
texture with spotted in pigment.
 
Color_map of the texture is transparent in a 90%. 10% represent the drops of 
rain, of clear gray color and average transparency.

The texture was placed on a perpendicular plane to the camera. In order to 
visualize the color of rain, the plane was located in front of all the objects,

very near the camera, and it was illuminated with a light with 2,5 ms of 
fade_distance.

4.  SUPERFICIAL WATER

The outer floors are heigh-fields. Gifs was drawn with CorelDraw and "motion
blur" 
with PhotoPaint was applied to them.

The texture is made up of two layers: first it represents the basic texture of 
the material, and the second layer represents the superficial humidity.

Additionally, the floors have a box of 3 mm of height to represent the
superficial 
water.

The water pool, parallel to sardinel, is heigh-field; drawn with CorelDraw and 
altered with Photopaint. 

5.  STONE WALL 

Textures with several normal (granite, marble, agate) was used to represent the

natural rock. The meteorized rock was created with crackle and mandel. Something

of crand was used.
 
6.  HOUSE AND POST OF LIGHTING SYSTEM
 
They were constructed with primitive and some CSG.
 
7.  GENTLEMAN
 
The gentleman was modeled with Spatch. The umbrella is an obtained object of the

Web. 

8.  ILLUMINATION

The illumination is made up of three point lights for lighting system posts,
four 
point lights in the outside of the house, two point lights inside the house, and

two point lights of support. A support light was used to reduce the effect of
the 
shades in the platform and to emphasize this zone. The other light of support
was 
used for rain.
 
Area lights were not used to avoid the increase in the time to render.

9.  MODELED AND RENDER

I tried to have the greater amount available of RAM during modeled and render.

The general idea was to maintain low values for the limits of memory for
vertices 
and edges, to obtain rapidity in the modeled and render. 

During the modeled: Once modeled, the main objects "disappeared" of the screen 
with the "Visibility Level ", one by one.
 
During render: 500 KB for memory of vertices and edges were only left. For this

the "Visibility Level " was used, and the visualization of the Bezier Patchs 
was eliminated.

10.  GRATEFULNESS

I thank for the aid provided by Jaime Vives. Its ordered and clear code was to 
me very useful, as well as its observations and suggestions via email.


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Altavista Translation requests excuses by its English.   :-)

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