EMAIL: dana@studiowerks.com NAME: Dana Adams TOPIC: Elements COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. TITLE: Extremes (Earth, Air, Fire, Water, Solid, Liquid, Gas) COUNTRY: USA WEBPAGE: http://www.studiowerks.com RENDERER USED: Ray Dream Studio 5.0 (RDS5) TOOLS USED: RENDER TIME: 48 min 8 sec HARDWARE USED: DELL XPS D333 - 333Mhz Pentium II IMAGE DESCRIPTION: I wanted to use the classical elements - Earth, Air, Fire, Water. Drawing on my commercial art experience from college (a long time ago) and the world's current weather events (El Nino, greenhouse gasses, global warming etc.) my mental image becomes digital - Extremes. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: Everything except the Earth & Cloud maps was created in RDS5 using native tools - no plug-ins or particle systems were used. The Earth & Cloud maps were posted on the web by Mister Print of Saskatoon, Saskatchewan, Canada (http://www.misterprint.com/planet/Earth.html) and are used by permission. They were wrapped on two concentric spheres - with the cloud map's sphere being slight larger than the surface map's sphere. -- about an hour of development time. The match stick was modeled in RDS5's free form modeler. The color, highlight, bump, and glow maps were created in Photoshop. They were used together to create a realistic wood grain, charcoal tip and glowing embers in the burning portion of the match. -- this took about two hours (cumulative) to design, including the texture maps. The flame was also created in the freeform modeler as a single shape. The color, transparency, and glow maps were also created in Photoshop. This was actually easier than I had originally thought, and it came out better than I had hoped. -- this took a about the same amount of time to develop and texture, two hours. The ice cube was created in the mesh form modeler because I needed to tinker with the vertices directly to give the cube a natural, ragged look. All of the maps (except for the bump map) used in the cube are procedural shaders - not image maps. I am really pleased with how well the cube came out - very real - the texture mapping most of the time used to develop this object. -- this took a good deal of time in the modeler and texture mapping, 8 hours total. Finally, the smoke, which was created in the free form modeller, was the most difficult to get right. I ended up creating a convoluted tubular object that tapers at the ends. The color and transparency maps were created in photoshop. -- About 40 hours total for this component. (time includes all attempts, some awful, some very close but not quite right)