TITLE: A Dirty Lab NAME: Markus Borbely (markus@netch.se) & NB (beliaev@utu.fi) COUNTRY: Sweden & Finland EMAIL: beliaev@utu.fi WEBPAGE: http://www.efd.lth.se/~d95mbo/ &http://www.geocities.com/SoHo/Gallery/7241/ TOPIC: The Laboratory COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: a_lab.jpg RENDERER USED: POV-Ray 3.1 TOOLS USED: 3DS Max, Rhino, Photoshop (for some textures/maps), cloth generator RENDER TIME: 16 hours (?) HARDWARE USED: Pentium III 733 MHz 128 MB IMAGE DESCRIPTION: The project started when NB posted a proposal to IRTC-L mailing list for a collaboration to create an IRTC image, and Markus responded. After a short discussion, we agreed to make the "Dirty Lab". The idea is very simple: nowadays the so-called "GLP (Good Laboratory Practice)" is a predominant concept in scientific research, the labs are clean, everything is done according to standard operating procedures, etc. However, we decided to make the opposite thing. Our "Dirty Lab" is completely GLP-free. Everything is wrong here (The trivia: find out what's wrong in this lab). The scientists are bored with their daily rutine, they decided to have a lunch break, why not to use some stuff found in the lab? Previous research has shown that it's wise to leave the lab when making tea... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Our concept was to assemble and raytrace the scene in POV-Ray, using other programs for modeling some of the objects. We tried to get the best (we could) of every program used. Objects (or parts of objects) that were easier to model, we modelled, objects that were easier to write directly in POV-Ray, we wrote in POV-Ray. In this way, most of the objects in the scene are combinations of modeled and coded parts. This has proved to be a succesful technique. For modeling we used 3DS Max and Rhino, as well as a specially created program called "clothgenerator". Our special thanks to Andreas Larsson who wrote the clothgenerator. The source is not included, because it's over 7MB in zipped form. Please do not hesitate to contact the artists on the subject of the source code.