TITLE: DBsFanty
NAME: David Bridge
COUNTRY: UK
EMAIL: davidbridge@msn.com
WEBPAGE: N/A
TOPIC: Fantasy and Mystic
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
JPGFILE: dbsfanty.jpg
RENDERER USED: 
    MegaPOV V0.6A

TOOLS USED: 
    Poser V4 - The nude female figure. PoseRay Build 1.0 - to convert
the Poser object file to Moray / POVRay objects. Moray V3.3 - for object
placement. Lparser - for the plant. PaintShop Pro V4.1 - for image file
conversion.

RENDER TIME: 
    Several hours - in several 'chunks' while my daughter wasn't using
the computer!

HARDWARE USED: 
    AMD 900MHz, 128M RAM

IMAGE DESCRIPTION: 

The usual male fantasy - the naked female form!

DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 

This is another image that came about almost as an after thought. I had just
about given up trying to find a fantasy image I could do justice to; I had been
toying with ideas to do with Wizards, Hobbits, Goblins, fairies, etc. - none of
which I could model! So I had given up for this round and decided to have a
look at using Poser models in POVRay / MegaPOV.

It was quickly apparent that fully-clothed figures with separate texture maps
was some way ahead so I was just experimenting with a naked figure that I could
cover with a single flesh coloured texture and from the back the object would
look fairly realistic. Once I had reached this stage I thought that perhaps I
could use a naked female form and enter this round after all.

I created a bathroom / shower scene in Moray - nothing too complex here; almost
all created with cubes. The plant is a Lparser model which I converted into an
include file and the painting I created in POVRay based on inspiration from
David Morgan's Monet entry in the IRTC Gardens round. Two major problems:

1. The Glass. I've generated innumerable images trying to get the glass to my
liking. I wanted an effect of patterned glass to subtly obscure the figure. I
quite like the crackled normal pattern but I'm still tweaking it, the actual
base colour and the transparency to get it 'just so'.

2. Lighting. Point lights cast too sharp a shadow so I moved to area lights
which slowed down rendering to a crawl. Even test renders took several hours.
Almost all the surfaces have some reflection in them and of course there is a
large area of glass to deal with but the softer shadows do look better.