#Games & 3DS vs. LW3D
01-Jun-94 02:27:20
Sb: #Games & 3DS vs. LW3D
Fm: Wayne Cole 76370,621
To: Bruce G. Considine 76260,2631
Bruce,
Wavefront, at least, is an SGI package that is very expensive. However,
what you can do with far exceeds LW capability in certain areas. For
example, there are optional "data capture" features tied to the invers
kinematics system, so that you can simulate a physical system in a 3D
model environment, change some load and spring constants, for example, the
view an animation of the result while generating data from various watch
points on a structure. (At least the president of WaveFront told me this
was possible).
Another demo I saw, the had a segment of race footage – an S turn in an
indy car track. They were able to acutaully build a "ray gun blast" that
caused one of the cars in the filmed footage to, in effect, disappear
right out of the footage in near realtime by some very easy to use moving
matte/compsositing techniques. Then, in near realtime rendering speed
they composited a cartoon car into the same footage.
If you need accurate physical action, or very high end FX on short notice,
LW cannot stand up to these packages. This is not a cut to LW. LW is
adequate for 95% of the everyday andimation you'll ever need, and that
percentage grows with each release. But, LW is also a 1-2 man effort
whereas these other programs have whole departments that work on one
feature set or sub-package (like the renderer, the animator, the modeller,
the material editor, the kinematic simulator, etc).
So, near-realtime rendering, especially in "draft modes", high end
physical simulations, easy WYSIWYG compositing, gases, particle fields,
etc. are what you pay for. And like everything in life, if you have the
time and talent, a little extra work and Lightwave can save you money and
still give you 95% of what the 'big guy' have (except the speed).
wmc – via Autopilot!