EMAIL: phrostie@nownetworks.com NAME: Keith Frost TOPIC: The Laboratory COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. TITLE: Thee Creators Lab COUNTRY: United States of America WEBPAGE: www.nownetworks.com/~phrostie/cad-tastrafy RENDERER USED: BMRT 2.5g TOOLS: Mops, Gimp, ImageMagick, vi RENDER TIME: Approximately 6 hours HARDWARE USED: 350 MHz AMD, 32 meg RAM IMAGE DESCRIPTION: Thee Lab, is my idea of the Laboritory of the greatest Scientist Physicist, chemist, Astronomer of all time. By what ever name you call him/her, he/she was the original. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: My primary modeler is called Mops. Most of the items in the scene were modeled seperately and then added and positioned one at a time. Most detail was added useing procedural shaders. The only applied textrues were the notes(todo & done lists) on the corkboard on the back wall and the painting on the Right wall. The notes were created using the Gimp and saving to a tiff. The Painting is a tiff that was created from a render(hope that's not against the rules) of a scene that i called the Pavilion. I always thought it looked more like a oil panting than a render. The glassware were created using the combination of basic primatives, spheres, cylinders, tori. Also used for the glassware was the Glass.sl shader. The mobile was inpart reused geometry. The original mobile used glass rods connected by small chains to suspend the planets. This was my original concept, but after looking at the first few test renders I did no like it. I had created a "magic sphere" that i had used for another scene. After some scaling and stretching it gave me what i wanted, a miniture universe. The mobile was also created with basic primatives. The supports for the sphere are tori with a threads displacement shader. The sphere uses a surface shader called cyclone. To the right of the mobile base is a spill that also uses the cyclone shader. The open book is the only place that i have made use of nurbs in this scene. The plant in the window was created with nothing but spheres subtracted from each other. Test renders were at first done at 640x480 then later i would go into the exported rib and change the format to 1600 1200. When the render would finish i would open the tiff in Image Magick and resave as a jpg. all shaders used were either included with the BMRT distribution or downloaded from www.renderman.org.