TITLE: Sunny Morning NAME: Richard Sutherland COUNTRY: United States EMAIL: rich@brickbots.com WEBPAGE: http://SuperMegaMulti.com TOPIC: Light and Fog COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: rrs_laf.jpg RENDERER USED: Mental Ray TOOLS USED: Maya, Mental Ray RENDER TIME: 39 hours 24 minutes HARDWARE USED: Apple Powermac Dual-G5 2.7ghz, 3.5gb ram IMAGE DESCRIPTION: I imagined this scene as a quiet Sunday morning, shortly after a nice cup of coffee in front of a sunny window. I love the way a bright shaft of light can fill a room with gentle illumination. Add in a bit of dust and I think it makes a very nice scene. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: In a nutshell...Lots and Lots of Rendering. The modeling was not difficult, but it had to be sufficiently realistic to present the look I wanted. This mainly involved beveling edges, and carefully randomizing some bits such that there were revealing shadow lines and a bit more 'used' look. The details were key, like the trim and floorboards. The wood textures are probably a bit more complex than need be. I used a layered shader in Maya to build up the wood look. Starting with a grain pattern, then a layer of stain, then a glossy layer. I generated several copies of the shader network to orient the grain the proper direction and scale for each piece of 'wood' that made up the tables and chairs. I used a similar network for the floorboard, again with several copies so that each board had a slight variation in grain and color. The rendering was done with a physical light and volumetric fog combined with final gather (I can provide all the boring settings or a file if someone is interested in the particulars of Mental Ray). This is a lethal combination rendering wise. The volumetric fog renders fairly quickly on its own, as does the final gather, but combining them leads to a huge increase in the number of rays as the final gather rays traverse the volumetric fog and spawn more rays along the way. To try and work around this, I rarely rendered both effects at one, tuning one and then the other in turn and doing very small combined renders when necessary to balance the contribution of each. Composition was a key aspect of this piece, and I started with very simple shapes and tried a variety of angles to get the diagnal of the shaft of light, the pattern of light and dark and avoiding any wierd tangencies. If anyone has any specific questions about modeling, texturing or other bits, email me and I am happy to share.