CompuServe Messages

#why 3ds

    24-Nov-93 10:47:04
Sb: #68026-#why 3ds
Fm: Mike Kelley 71302,73
To: Robert Weldon 73150,636
You picked a bad time to be asking questions, because the Man (Gary Yost, great God of 3D who wrote the program and hates me talking about his immortal status) is on vacation until December. He could provide you with some definitive reasons and analysis, but perhaps he'll forgive me for quoting a previous message from him on the subject of 3DS3 and other renderers: "Actually, if you're talking final output quality, Lightwave and 3DSr2 were very similar. They both computed color in 24-bit space and they both used adaptive super-sampling for antialiasing. However, the 3DSr3 renderer is so much better than Lightwave that it's in a completely different league. If output quality is what you're comparing, there IS NO COMPARISON. You just can't get the edge quality with super-sampling that you can with an analytical A-buffered renderer. Plus, you'll have color posterization (quantization) problems in dark areas with Lightwave… especially if you attempt to do gamma correction. To be perfectly honest, we have objective proof that the 3DSr3 renderer is even better than the ALIAS renderer, which also uses adaptive super-sampling. Gene Bodio currently has both systems in his studio and he's sending the ALIAS system back because it's so slow and the quality is so bad. Edge and color quality is something we made sure in 3DSr3 was as good as Renderman. Nobody else except for Wavefront (and Pixar, of course) in the commercial rendering business can honestly make that statement. IMHO, I think you can get superb results from some of the ray-traced programs out there, but you pay the penalty of waiting for hours for a frame (not to mention a whole animation). With 3DS you get both superb results as well as the ability to finish an animation within your lifetime. At my age, time is important (you kids have more time than I do, I suppose). If I were only doing single frames then perhaps I would have considered a ray-traced program (well, not!).