The Sheep and the Goats
Render time: 00d06h2m29s

Click the above for a screen-size jpeg of the image.
Click here for the 3.75MB original
This is my first composition, and doesn't have much technical depth to it - the notes accompanying it are for me to help me adjust it at a later date, should I wish to, rather than a discursion for the casual reader.
Construction
It is based on a collection of primitive tori and
cylinders against a backdrop of Starfield1. If you examine the code, three tori
are merged into a single shape (Shape_Out), eight of these are then
combined with eight 3D-crosses made of similarly merged cylinders (Shape_In)
(to give Cube). The various translate and rotate
arguments are to keep the centre of the shape at the origin - each declared
shape is centred by default. Textures are declared in Shape_Out and
Shape_In.
The generating code then builds up a cross out of
Cubes (note that they overlap invisibly at the base of the cross). They are
then merged and translated to the point locus (which is centred on
the centre part of the crossbar). As a background, a plane textured with
Starfield1.
Context
I was originally going to build up a second cube of 26
Cubes (three by three by three, with no centre), and set up a Swiss cross
to check I was getting my positioning correct (I wasn't). It struck me then that
a long cross would be rather more aesthetically pleasing than a monolithic cube,
where the lightness of the shape is lost. While coding this, various
subconscious musings about the cross as a stylised human and it's significance
in Christina mythology, as well as the wish to make a slightly deeper piece than
a simple cross in the centre of the foreground combined into my final design
plan.
The Sheep and the Goats refers of course to the
parable of the same name from
Matthew 25:31-46. If you look at the picture first, it is clearly enough a
super-human figure, towering over the viewer. The stark dark starscape evokes
the end of the world (in that I think I was rather influenced by the ending of
the world in The Last Battle by C.S. Lewis). Looking deeper, you
observe that the viewer is positioned well to the figure's left , and
that the only light source in the image is coming from near the viewer (exactly
where the viewer is, actually), rather subtly subverting a piece of Christian
iconography.
The POV-Ray code used to generate the image is as follows (it uses standard v3.6
includes only). it may not be the most efficient implementation, but it works:
#include "colors.inc"
#include "metals.inc"
#include "stars.inc"
#declare Major = .345 ;
#declare Minor = .010 ;
#declare Locus = <0,(4*Major)-.08,7.5>;
#declare Origin = <0,0,0>;
#declare Camera = <1.5*Major,0,0>;
#declare Vanish_Point = <0,0,1000>;
#declare Rotate = <000,000,000>;
#declare Bands = merge {
torus { Major, Minor rotate <000,000,090> }
torus { Major, Minor rotate <090,000,090> }
torus { Major, Minor rotate <000,000,000> } } ;
#declare Bars = merge {
cylinder { <0,0,-Major> , <0,0,Major>, Minor rotate <000,000,090> }
cylinder { <0,0,-Major> , <0,0,Major>, Minor rotate <090,000,000> }
cylinder { <0,0,-Major> , <0,0,Major>, Minor rotate <000,090,000> }
} ;
#declare Shape_Out = merge { object { Bands rotate <045,000,000>} object { Bands
rotate <000,045,000>} object { Bands rotate <000,000,045>} } ;
#declare Shape_In = merge { object { Bars rotate <045,000,000>} object { Bars
rotate <000,045,000>} object { Bars rotate <000,000,045>} } ;
#declare Cube = union {
merge { object {Shape_Out translate <0, 0 ,0>}
object {Shape_Out translate <0, 2*Major ,0>}
object {Shape_Out translate <2*Major, 0 ,0>}
object {Shape_Out translate <2*Major, 2*Major ,0>}
object {Shape_Out translate <0, 0 ,2*Major>}
object {Shape_Out translate <0, 2*Major ,2*Major>}
object {Shape_Out translate <2*Major, 0 ,2*Major>}
object {Shape_Out translate <2*Major, 2*Major ,2*Major>}
texture { T_Silver_4D } }
// pigment { Blue } }
merge {object {Shape_In translate <0, 0 ,0>}
object {Shape_In translate <0, 2*Major ,0>}
object {Shape_In translate <2*Major, 0 ,0>}
object {Shape_In translate <2*Major, 2*Major ,0>}
object {Shape_In translate <0, 0 ,2*Major>}
object {Shape_In translate <0, 2*Major ,2*Major>}
object {Shape_In translate <2*Major, 0 ,2*Major>}
object {Shape_In translate <2*Major, 2*Major ,2*Major>}
texture { T_Brass_3E scale .4} }
translate <-Major,-Major,-Major> }
////////////////////////////////////////////////////////////////
camera { location Camera look_at Vanish_Point }
light_source { Camera color rgb <1, 1, 1> }
////////////////////////////////////////////////////////////////
plane { <0, 0, 1>, 50 texture { Starfield1 } }
merge { object {Cube }
object {Cube translate <-4*Major,0,0> }
object {Cube translate <4*Major,0,0> }
object {Cube translate <0,-4*Major,0> }
object {Cube translate <0,4*Major,0> }
object {Cube translate <0,-8*Major,0> }
object {Cube translate <0,-10*Major,0> }
translate Locus rotate Rotate }