
The object in the center front was created by tracing the outline
as a path in Photoshop and exported as an Illustrator file. This
curve was then loaded into FormZ where it was smoothed, rotated, mirrored and extruded. The front
edges of the object where then extracted and used as a sweep path
to make the trim. The columns where made by making the curve very
thin but very long, which was then lathed. The objects in back center are 2048x2048 Bryce terrains created
from Photoshop images that had the image's interior filled with
the KPT3 Gradient Designer filter. The spires (left and right) are also 2048 terrains but the image
was run through the KPT3 Kaleidoscope Filter. The rounded top objects on the two spires were just a simple sweep
of the curve in FormZ. The 3 other terrains that make up the sand and the back ridge
have nothing to do with the image. The clouds are six large Bryce cubes using a Volumetric texture
set to World Space, positioned above the objects. The 2 cubes
closest to the Camera used a high Quality Setting (75) and each
receding cube used a lesser one (65 and 58). This cut the render
time from about 7 Hours to about 4.5. By cutting them back to
60/50/45 and using Normal AA, the scene render "tolerably" in
24 minutes. Rendered at 32RPP on a 500MHz Blue and White Mac. Render time:
4 hours, 34 minutes, No post except my sig and Gamma correction
for the PC version.

My entry in the April Renderosity Bryce challenge. The challenge
was to use the image at right as the basis for a scene.
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