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After The Storm

Member : clipka
After The Storm
Title : After The Storm
Name : Christoph Lipka
Country : Germany, Deutschland
Email : ########################
Webpage :
Topic : The Lost City (March)
Copyright : Agreed - 2009-04-14 06:02:08
JPG file : pw-1239684886-LostCity_2009_04_14_0441.jpg
Renderer Used : POV-Ray 3.2 (patched)
Tools used : PoseRay, Wings3D, Photoshop
Render Time : 13 hours
Hardware Used : AMD Phenom X4 9650 2.3GHz, 6 GB
Image description

The town hall roof glistened in the late morning sun that was blazing down on the market square, and the old ones turned to seek shelter and rest on the benches under the old tree; and though the air was still fresh and the place teeming like an ants' nest, at the heart of all the buzz there was a certain kind of serenity.

Yet the soldiers were uneasy. They knew that all was not well; after all, that's why they were here. And rumors were spreading. They looked at their armored vehicle, but even the sight of the heavy weapon on its back did not comfort them. They felt that something was in the air. Yet little did they know how right they were...

Description of how this image was created

Bricks are genuine hand-crafted CSG objects; cracked glass is macro-generated CSG. Shells and skull are meshes from the 'net, modified (and converted to POV-Ray format) using Wings3D and exported from there; the scorpion is another mesh, imported via PoseRay.

The macro-generated grass (partially based on code by Jaime Vives Piqueres) uses some tricksery to get it somewhat translucent (would have loved to use POV-Ray 3.2's new SSLT, but alas! it doesn't work with radiosity yet). The ants (meshes from the 'net, imported via PoseRay) were randomly scattered around in the scene.

Quite some work went into the sand; for the overall shape, I coded some kind of proximity detection macro to generate (via DF3 auto-generation) a height field matching the "static" objects in the scene. The basic sand texture was easily done using simple small-scale bumps; getting those sand-grains glistening in the sun (an idea inspired by a noise effect of a MCPov attempt at the scene) took some more work again; I tried various approaches, until I ended up scattering 500,000 spheres across the scene, giving them varying color, reflectivity and transparency using a high-frequency texture map. The job was topped off with the footprint, which I modelled as a displacement map in Photoshop, based on the sole an actual US army approved desert combat boot.

General statistics
No of ratings : 13
Min. overall rating : 30 (10 / 15 / 5)
Max. overall rating : 60 (20 / 20 / 20)
Sum of rating : 582 / 780
Date uploaded : 2009-04-14 05:54:46
Specific details

Note: The maximum value below is misleading as the voting system has changed.
If the member votes for all the entries and has created one him/herself, there is an
automatic 20/20/20 score added to the value (This encourages all members who enter to vote).

Rating type :
Min : Max : Sum : Out of
Artistic :
10 : 20 : 184 : 260
Concept :
13 : 20 : 194 : 260
Technical :
5 : 20 : 204 : 260
Overall :
30 : 60 : 582 : 780
Comments by members when rating this image
1.   29-04-2009 So the scorpion is a tank and the ants are soldiers? Amazing translation...
2.   27-04-2009 I love the graininess and crystalline look of the sand! Not so fond of the graininess in the focal blur though. I think the bottle is too centered in the shot. The scorpion and skull both on the right weight the composition a bit to much to the right, but the footprint does help to balance it.
3.   25-04-2009 I like this picture. The depth of fiels could use more samples to remove some of the grainyness.
4.   21-04-2009 The sand is very nice.
5.   17-04-2009 good idea much more innovative than all this drowned city

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