Generating the Japanese "Torii" Gate Image
Japanese Torii Gate Final Image
Rendered with POVRay 3.5
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What is it?
This image was meant to represent a stylized Japanese "torii"
gate in the Shinto tradition, such as the famous Miyajima Torii in
Japan (see photo at right).
I now use this rendering as the wallpaper for my Windows desktop.
(click
to download a 1400x1050 size image)
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The famous Miyajima Torii gate
(click for larger image) |
How was it created? First, I sat down and did a rough sketch of the
kind of scene I wanted to create. Below is a scan of the original pencil
test I drew:
1) Initial Pencil Test Sketch
(click for larger image)
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Next, I started working on putting some of the main scene elements
together. Below is a snippet of the POVRay code I used to generate the
water. Just a simple plane with bump-mapping ultimately looked better than
some of the more complicated water-generation methods I attempted:
////////////////////////////////////////////////////////////////
// "torii.inc"
// Japanese Torri Gate generation and display macros
// James Kuffner, Jr.
// August 2002
#local waterTexture = texture {
pigment { SeaGreen }
finish { reflection .35 specular 1 }
normal { ripples .35 turbulence .5 scale .35 }
}
plane { y, 0
texture { waterTexture }
}
Some Intermediate Test Images Here
are a few intermediate rendered images I created along the way to debug and test different
effects:
1) Initial Torii Model and Scene
(click for larger image)
First, I started by creating a gate model using solid
cylinders, rectangaloids, and CSG for the top part. The background is a simple sky sphere
with fog and a ground plane with a sinusoid bump map with noise for the
water.
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2)
Preliminary Sunlight Reflection Test
I wanted to get some nice reflections on the water
surface, so I lowered the camera and used a distant, strong light with
photon mapping to
simulate the sun. I wasn't too happy with this result, so I
invested a lot of time in trying to improve the appearance of the water
and reflections during the next tests.
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3) Isosurface Water Model Test
(click for larger image)
This water test used a fairly complicated isosurface
function derived from Christoph Hormann's Water Tunnel scene.
Despite hours of tweaking, I could not get the waves to look
right.
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4) Height-field Image Map Water Test
This water test used a tileable height-field image map
generated using multiple noisy sinusoid functions. I liked the
overall wave shape, but the surface texture didn't look right. I
tried using additional photon-mapping to get a better reflection, but ultimately
abandoned this approach.
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5) Final Image
(click for larger image)
In the end, I decided just to go back to the very
simple bump-mapped water surface with direct
photon mapping for a bright reflection. I added
a few more modifications to the scene details
and
tweaked the lens-flare effect to finish it off.
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More Art and CG Images...
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